274 views24 days ago
Commander
Size: 100Salt sum: 46.69
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Mr.Dev

274 views24 days ago
Commander
Size: 100Salt sum: 46.69

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{"ops":[{"insert":"From creating juiced tokens, to reliably seeing half your deck every game, this is my take on "},{"insert":{"card-link":"Narset, Enlightened Exile"}},{"insert":". After experimenting with more \"storm\" buildings, or higher instant/sorcery counts, I've found a traditional midrange approach to be the most fun.\n\nFirst let's talk about some fun tech cards. "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" is probably the least \"techy\" but it's my favorite card in any game I've played so it gets a piece. While there is infinite draw with "},{"insert":{"card-link":"Kykar, Wind's Fury"}},{"insert":" and "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":", I am playing this for its generic advantage, as well as being a guaranteed prowess trigger. Effectively having access to an extra 3 cards is also very high value for the deck. Hitting draw spells just enables more. "},{"insert":{"card-link":"Angelfire Ignition"}},{"insert":" sees a decent bit of play in Narset decks as well. I've grown to appreciate this card a lot. It does so much, as well as letting us cast a majority of our yard without prowess. Finally, "},{"insert":{"card-link":"Shinka, the Bloodsoaked Keep"}},{"insert":" is a sneaky land. Its a very nice value piece that can help force your attacks through, while also being incredibly low opportunity cost. Other lands may synergize better for attacks like "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":", we can get this off cantrips that draw, and only working off one red mana is great. \n\nThe plan is going to be to overrun with tokens. To my knowledge, I am playing most of the good generators that could care about our instants/sorceries. We are playing a high quantity to try and see one as early as possible and begin to establish a small board presence early, that will gradually grow until the late game. The other generators such as "},{"insert":{"card-link":"Adeline, Resplendent Cathar"}},{"insert":" are great as well to help fill the spaces as well as being able to potentially get doubled with "},{"insert":{"card-link":"Windcrag Siege"}},{"insert":". I am not playing cards like "},{"insert":{"card-link":"Balmor, Battlemage Captain"}},{"insert":" because I didn't find him needed. Between Narset's own ability, and "},{"insert":{"card-link":"Jeskai Ascendancy"}},{"insert":" I have found my creatures will typically be big enough. If we really need to kill, we have "},{"insert":{"card-link":"Akroma's Will"}},{"insert":". If the board is too big, your aim is to win with commander damage by making Narset nigh unblockable and trying to kill fast over a couple turns, while reducing the board size with the tokens. This is typically how I have closed out games. \n\n"},{"insert":{"card-link":"Time Warp"}},{"insert":" is another pseudo win condition. I only aim to cast the card if i know i can copy it again that combat. The two extra turns tends to not immediately win the game. However with the advantage you can potentially generate with draw and tokens, you can attempt to bring the board down closer to parity or make them need to play a bit of catch up. Paired with other cards later in this primer, you are able to chain turns at a very high end with specific cards. I have been able to cast the time warp 5+ times to close out the game either with the tokens or commander damage.\n\nFirst lets start with draw. Narset's ability to take any nonland noncreature card from a yard and copy it was what drew me to the deck, not only to steal, but to grind. I do remember stealing cards such as Assassin's Trophy and having a meaningful impact, we want to use our own yard as much as possible. To do that we have loaded up on Cantrips and draw engines to help us churn through our deck to enable the prowess triggers and swing freely to copy more cards. I believe it would be correct to fit a few more cantrips, I found myself wanting repeatable engines to help keep going. Some choices may be questionable, such as "},{"insert":{"card-link":"Ugin's Insight"}},{"insert":", but this is my deep draw card of choice. You want at least one card that will draw you, or help you dig deeper. Ugin's insight does fit this surprisingly perfectly, even if we at most scry 4. You still have the potential to see 7 cards. If you know of a better card then play it, but always aim to discard it through cards like "},{"insert":{"card-link":"Thrill of Possibility"}},{"insert":". 5 mana really is a lot for the deck.\n\nRamp is probably the main area of Improvement, I am largely just playing what I know. I am only play one cost reducer, it only helps so much. It will help you cast your bigger spells, but most of the time you are just copying them. Reducing the 2 mana cards to cantrips tends to just be enough. I am not playing "},{"insert":{"card-link":"Ashling, Flame Dancer"}},{"insert":" just because by the time I get to the third effect, I likely need more blue mana than red. Other mana banks like"},{"insert":{"card-link":"Electro, Assaulting Battery"}},{"insert":" are likely worth a slot. I don't have a Vivi quite yet so we are playing "},{"insert":{"card-link":"Resonating Lute"}},{"insert":", for this bracket it is quite the fun replacement, so consider keeping it as a relative power curb. I am not playing the rituals as I am not aiming to play that fast, or high roll by occasionally drawing power cards. \n\nOur main copier is going to be "},{"insert":{"card-link":"Kitsa, Otterball Elite"}},{"insert":". If you didn't know, just casting one instant/sorcery gives you the power requirement with your commander on board. I am also playing"},{"insert":{"card-link":"Sword of Wealth and Power"}},{"insert":". This may be questionable to some, but I find it to fit the role I want better than "},{"insert":{"card-link":"Twincast"}},{"insert":". Due to other card choices in the deck, we can already loop the cards we exile to copy. I didn't want a one off effect to copy something, I wanted something I can get value from turn after turn. That being said, "},{"insert":{"card-link":"Reverberate"}},{"insert":" is still worth considering if you want to play more combo and raise the power slightly. After experimenting with "},{"insert":{"card-link":"Thousand-Year Storm"}},{"insert":" and "},{"insert":{"card-link":"Ral, Crackling Wit"}},{"insert":", I found the cards not worth it. They will win games, but require more and can create problematic/long turns just due to math. That being said I still won burning the table with lightning bolt, so you could run it for the vibes. \n\nMy favorite part of the deck is the small grind package we are playing, These cards are why I chose the sword. "},{"insert":{"card-link":"Sorceress's Schemes"}},{"insert":","},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" and "},{"insert":{"card-link":"Pull from Eternity"}},{"insert":" enable us to do all sorts of crazy things to help us play the long games. Sorceress's Schemes deserves a lot of love. This card does not say it cannot target itself, and we do not cast itself from exile. It and a repeatable copier on their own create their own loop. You could choose to play more flashback cards, but we are mainly using it for the yard specifically. The red mana is just the cherry on top of everything. Sevinne's Reclamation is great not only because we can heavily leverage its flashback, but because we can use it to loop our fetches for "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":", enabling even more grind. Finally, the card that took me forever to find, "},{"insert":{"card-link":"Pull from Eternity"}},{"insert":". I think this card is absolutely amazing. It lets us double up on all of our other powerful cards as a can trip, potentially pull back more with our copiers and let you loop cards like "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":". These three together create our grind. There are probably stronger packages such as "},{"insert":{"card-link":"Displacer Kitten"}},{"insert":", or any blinker, and "},{"insert":{"card-link":"Archaeomancer"}},{"insert":", its very obvious what's about to go down and doesn't really fit what I want for the deck. The only way to really stop this is by exiling the yard with Pull from Eternity in it. If Wizards ever make another one, I would highly consider playing it. This package tends to be just enough to be able to out grind most opponents into the late game, you are able to reuse your high value cards more reliably and in more unique ways. \n\nFinally I'll quickly touch on the counters as its largely a mentality thing. Unless there's a real threat on the stack I will not counter it. My counters are to protect my gameplan almost specifically. Just swinging with Narset once can lead to massive advantage, but getting instantly removed is a massive setback. We also want to make sure our cards resolve successfully, more than we really care about anything else. If you cant make use of whatever you are casting immediately, it almost doesn't seem to matter. You will likely draw into traditional removal as well, and this deck can leverage reusing them more. This is also why I am not playing "},{"insert":{"card-link":"Lier, Disciple of the Drowned"}},{"insert":", I do want to counter your spell, more than i want to leverage my yard more. Looping "},{"insert":{"card-link":"Mizzix's Mastery"}},{"insert":" is likely the choice I would make if you really wanted something like Lier. \n\nWhile surely not 100% optimal, I have found myself having a lot of fun with this list. I hope you were able to take something from this as it doesn't follow some typical play patterns. \n"}]}

Commander

Qty: 1 Price: $32.99
Narset, Enlightened Exile
Creatures you control have prowess.
Whenever Narset attacks, exile target noncreature, nonland card with mana value less than Narset's power from a graveyard and copy it. You may cast the copy without paying its mana cost.
Legendary Creature - Human Monk
Narset, Enlightened Exile (mat) 217

Commander

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Cantrip

Qty: 11 Price: $57.35
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (sta) 13
Crash Through
Creatures you control gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Draw a card.
Sorcery
Crash Through (fdn) 620
Expressive Iteration
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
Sorcery
Expressive Iteration (soa) 64
Flow State
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. If there is an instant card and a sorcery card in your graveyard, instead put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery
Flow State (sos) 49
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (cmm) 632
Gitaxian Probe
(
can be paid with either
or 2 life.)
Look at target player's hand.
Draw a card.
Sorcery
Gitaxian Probe (plst) NPH-35
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (sld) 1783
See the Truth
Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. If this spell was cast from anywhere other than your hand, put each of those cards into your hand instead.
Sorcery
See the Truth (m21) 69
Shadow Rift
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
Draw a card.
Instant
Shadow Rift (plst) TMP-86
Slip Through Space
Devoid (This card has no color.)
Target creature can't be blocked this turn.
Draw a card.
Sorcery
Slip Through Space (plst) OGW-47
Thrill of Possibility
As an additional cost to cast this spell, discard a card.
Draw two cards.
Instant
Thrill of Possibility (sta) 46

Cantrip

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Card Advantage

Qty: 10 Price: $218.90
Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (fic) 261
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (mh2) 12
Jeskai Ascendancy
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn. Untap those creatures.
Whenever you cast a noncreature spell, you may draw a card. If you do, discard a card.
Enchantment
Jeskai Ascendancy (2x2) 231
Sensei's Divining Top
: Look at the top three cards of your library, then put them back in any order.
: Draw a card, then put this artifact on top of its owner's library.
Artifact
Sensei's Divining Top (2x2) 398
Solve the Equation
Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
Sorcery
Solve the Equation (sld) 1022
Spellseeker
When this creature enters, you may search your library for an instant or sorcery card with mana value 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Wizard
Spellseeker (cmm) 635
Stock Up
Look at the top five cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery
Stock Up (soa) 24
Ugin's Insight
Scry X, where X is the greatest mana value among permanents you control, then draw three cards.
Sorcery
Ugin's Insight (m3c) 196
Wan Shi Tong, Librarian
Flash
Flying, vigilance
When Wan Shi Tong enters, put X +1/+1 counters on him. Then draw half X cards, rounded down.
Whenever an opponent searches their library, put a +1/+1 counter on Wan Shi Tong and draw a card.
Legendary Creature - Bird Spirit
Wan Shi Tong, Librarian (tla) 78
Whirlwind of Thought
Whenever you cast a noncreature spell, draw a card.
Enchantment
Whirlwind of Thought (moc) 344

Card Advantage

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Copy

Qty: 3 Price: $92.47
Kitsa, Otterball Elite
Vigilance
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
,
: Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Legendary Creature - Wizard Otter
Kitsa, Otterball Elite (blb) 304
Sword of Wealth and Power
Equipped creature gets +2/+2 and has protection from instants and from sorceries.
Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Equip
Artifact - Equipment
Sword of Wealth and Power (big) 56
Windcrag Siege
As this enchantment enters, choose Mardu or Jeskai.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
Enchantment
Windcrag Siege (tdm) 392

Copy

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Counters

Qty: 8 Price: $51.52
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (slp) 7
Counterspell
Counter target spell.
Instant
Counterspell (sta) 15
Daze
You may return an Island you control to its owner's hand rather than pay this spell's mana cost.
Counter target spell unless its controller pays
.
Instant
Daze (soa) 15
Narset's Reversal
Copy target instant or sorcery spell, then return it to its owner's hand. You may choose new targets for the copy.
Instant
Narset's Reversal (tdc) 92
Negate
Counter target noncreature spell.
Instant
Negate (sta) 18
Spell Pierce
Counter target noncreature spell unless its controller pays
.
Instant
Spell Pierce (soa) 23
Stubborn Denial
Counter target noncreature spell unless its controller pays
.
Ferocious — If you control a creature with power 4 or greater, counter that spell instead.
Instant
Stubborn Denial (ktk) 56
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (eoc) 46

Counters

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Finisher

Qty: 2 Price: $45.98
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant
Akroma's Will (soa) 1
Time Warp
Target player takes an extra turn after this one.
Sorcery
Time Warp (sta) 22

Finisher

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Land

Qty: 32 (34 w/ MDFC)Price: $944.08
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (zne) 9
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmm) 659
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (inr) 276
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (zne) 1
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (exp) 6
Hengegate Pathway
: Add
.
Land
Hengegate Pathway // Mistgate Pathway (khm) 293Hengegate Pathway // Mistgate Pathway (khm) 293
Island
(
: Add
.)
Basic Land - Island
Island (sos) 268
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (sos) 270
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (eld) 247
Needleverge Pathway
: Add
.
Land
Needleverge Pathway // Pillarverge Pathway (znr) 288Needleverge Pathway // Pillarverge Pathway (znr) 288
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 414
Plains
(
: Add
.)
Basic Land - Plains
Plains (sos) 267
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (zne) 27
Raugrin Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Mountain
Raugrin Triome (iko) 311
Riverglide Pathway
: Add
.
Land
Riverglide Pathway // Lavaglide Pathway (znr) 289Riverglide Pathway // Lavaglide Pathway (znr) 289
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (exp) 14
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (zne) 7
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (zne) 16
Shinka, the Bloodsoaked Keep
: Add
.
,
: Target legendary creature gains first strike until end of turn.
Legendary Land
Shinka, the Bloodsoaked Keep (chk) 282
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (msc) 268
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (exp) 12
Stormcarved Coast
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Stormcarved Coast (sos) 304
Sundown Pass
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Sundown Pass (sos) 305
Training Center
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Training Center (cmm) 434

Land

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Protection

Qty: 4 Price: $65.46
Angelfire Ignition
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Angelfire Ignition (inr) 229
Boros Charm
Choose one —
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
Instant
Boros Charm (fdn) 721
Sejiri Shelter
Target creature you control gains protection from the color of your choice until end of turn.
Instant
Sejiri Shelter // Sejiri Glacier (znr) 37Sejiri Shelter // Sejiri Glacier (znr) 37
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (sta) 11

Protection

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Ramp

Qty: 12 Price: $456.48
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (sld) 820★
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (sld) 286
Birgi, God of Storytelling
Whenever you cast a spell, add
. Until end of turn, you don't lose this mana as steps and phases end.
Creatures you control can boast twice during each of your turns rather than once.
Legendary Creature - God
Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 311Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 311
Izzet Signet
,
: Add
.
Artifact
Izzet Signet (sld) 293
Jeska's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Add
for each card in target opponent's hand.
• Exile the top three cards of your library. You may play them this turn.
Sorcery
Jeska's Will (soa) 44
Lotus Petal
, Sacrifice this artifact: Add one mana of any color.
Artifact
Lotus Petal (mb2) 226
Resonating Lute
Lands you control have "
: Add two mana of any one color. Spend this mana only to cast instant and sorcery spells."
: Draw a card. Activate only if you have seven or more cards in your hand.
Artifact
Resonating Lute (sos) 221
Sol Ring
: Add
.
Artifact
Sol Ring (cmm) 703
Storm-Kiln Artist
This creature gets +1/+0 for each artifact you control.
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Shaman Dwarf
Storm-Kiln Artist (cmm) 644
Stormcatch Mentor
Haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Instant and sorcery spells you cast cost
less to cast.
Creature - Wizard Otter
Stormcatch Mentor (soc) 331
Talisman of Creativity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Creativity (sld) 1058
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (sld) 1052

Ramp

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Recursion

Qty: 3 Price: $4.03
Pull from Eternity
Put target face-up exiled card into its owner's graveyard.
Instant
Pull from Eternity (plst) TSP-35
Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Sevinne's Reclamation (soc) 170
Sorceress's Schemes
Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand. Add
.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Sorceress's Schemes (fin) 159

Recursion

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Removal

Qty: 6 Price: $81.94
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (soa) 14
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Snap
Return target creature to its owner's hand. Untap up to two lands.
Instant
Snap (woc) 110
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (sta) 10
Thraben Charm
Choose one —
• Thraben Charm deals damage equal to twice the number of creatures you control to target creature.
• Destroy target enchantment.
• Exile any number of target players' graveyards.
Instant
Thraben Charm (mh3) 45
Untimely Malfunction
Choose one —
• Destroy target artifact.
• Change the target of target spell or ability with a single target.
• One or two target creatures can't block this turn.
Instant
Untimely Malfunction (dsk) 161

Removal

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Tokens

Qty: 8 Price: $49.98
Adeline, Resplendent Cathar
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Legendary Creature - Human Knight
Adeline, Resplendent Cathar (mid) 312
Anim Pakal, Thousandth Moon
Whenever you attack with one or more non-Gnome creatures, put a +1/+1 counter on Anim Pakal, then create X 1/1 colorless Gnome artifact creature tokens that are tapped and attacking, where X is the number of +1/+1 counters on Anim Pakal.
Legendary Creature - Human Soldier
Anim Pakal, Thousandth Moon (lci) 300
Brimaz, King of Oreskos
Vigilance
Whenever Brimaz attacks, create a 1/1 white Cat Soldier creature token with vigilance that's attacking.
Whenever Brimaz blocks a creature, create a 1/1 white Cat Soldier creature token with vigilance that's blocking that creature.
Legendary Creature - Soldier Cat
Brimaz, King of Oreskos (sld) 497
Cori-Steel Cutter
Equipped creature gets +1/+1 and has trample and haste.
Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Equip
Artifact - Equipment
Cori-Steel Cutter (tdm) 343
Kykar, Wind's Fury
Flying
Whenever you cast a noncreature spell, create a 1/1 white Spirit creature token with flying.
Sacrifice a Spirit: Add
.
Legendary Creature - Wizard Bird
Kykar, Wind's Fury (blc) 91
Monastery Mentor
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast a noncreature spell, create a 1/1 white Monk creature token with prowess.
Creature - Human Monk
Monastery Mentor (tdc) 125
Third Path Iconoclast
Whenever you cast a noncreature spell, create a 1/1 colorless Soldier artifact creature token.
Creature - Human Monk
Third Path Iconoclast (tdc) 307
Young Pyromancer
Whenever you cast an instant or sorcery spell, create a 1/1 red Elemental creature token.
Creature - Human Shaman
Young Pyromancer (tdc) 95

Tokens

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Qty: 1 Price: $5.49
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (cmm) 657

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Deck Info

Deck stats

21 pips - 19 cards
22 mana - 21 cards
42 pips - 35 cards
30 mana - 29 cards
0 pips - 0 cards
0 mana - 7 cards
22 pips - 21 cards
26 mana - 25 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
4 mana - 3 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"From creating juiced tokens, to reliably seeing half your deck every game, this is my take on "},{"insert":{"card-link":"Narset, Enlightened Exile"}},{"insert":". After experimenting with more \"storm\" buildings, or higher instant/sorcery counts, I've found a traditional midrange approach to be the most fun.\n\nFirst let's talk about some fun tech cards. "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" is probably the least \"techy\" but it's my favorite card in any game I've played so it gets a piece. While there is infinite draw with "},{"insert":{"card-link":"Kykar, Wind's Fury"}},{"insert":" and "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":", I am playing this for its generic advantage, as well as being a guaranteed prowess trigger. Effectively having access to an extra 3 cards is also very high value for the deck. Hitting draw spells just enables more. "},{"insert":{"card-link":"Angelfire Ignition"}},{"insert":" sees a decent bit of play in Narset decks as well. I've grown to appreciate this card a lot. It does so much, as well as letting us cast a majority of our yard without prowess. Finally, "},{"insert":{"card-link":"Shinka, the Bloodsoaked Keep"}},{"insert":" is a sneaky land. Its a very nice value piece that can help force your attacks through, while also being incredibly low opportunity cost. Other lands may synergize better for attacks like "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":", we can get this off cantrips that draw, and only working off one red mana is great. \n\nThe plan is going to be to overrun with tokens. To my knowledge, I am playing most of the good generators that could care about our instants/sorceries. We are playing a high quantity to try and see one as early as possible and begin to establish a small board presence early, that will gradually grow until the late game. The other generators such as "},{"insert":{"card-link":"Adeline, Resplendent Cathar"}},{"insert":" are great as well to help fill the spaces as well as being able to potentially get doubled with "},{"insert":{"card-link":"Windcrag Siege"}},{"insert":". I am not playing cards like "},{"insert":{"card-link":"Balmor, Battlemage Captain"}},{"insert":" because I didn't find him needed. Between Narset's own ability, and "},{"insert":{"card-link":"Jeskai Ascendancy"}},{"insert":" I have found my creatures will typically be big enough. If we really need to kill, we have "},{"insert":{"card-link":"Akroma's Will"}},{"insert":". If the board is too big, your aim is to win with commander damage by making Narset nigh unblockable and trying to kill fast over a couple turns, while reducing the board size with the tokens. This is typically how I have closed out games. \n\n"},{"insert":{"card-link":"Time Warp"}},{"insert":" is another pseudo win condition. I only aim to cast the card if i know i can copy it again that combat. The two extra turns tends to not immediately win the game. However with the advantage you can potentially generate with draw and tokens, you can attempt to bring the board down closer to parity or make them need to play a bit of catch up. Paired with other cards later in this primer, you are able to chain turns at a very high end with specific cards. I have been able to cast the time warp 5+ times to close out the game either with the tokens or commander damage.\n\nFirst lets start with draw. Narset's ability to take any nonland noncreature card from a yard and copy it was what drew me to the deck, not only to steal, but to grind. I do remember stealing cards such as Assassin's Trophy and having a meaningful impact, we want to use our own yard as much as possible. To do that we have loaded up on Cantrips and draw engines to help us churn through our deck to enable the prowess triggers and swing freely to copy more cards. I believe it would be correct to fit a few more cantrips, I found myself wanting repeatable engines to help keep going. Some choices may be questionable, such as "},{"insert":{"card-link":"Ugin's Insight"}},{"insert":", but this is my deep draw card of choice. You want at least one card that will draw you, or help you dig deeper. Ugin's insight does fit this surprisingly perfectly, even if we at most scry 4. You still have the potential to see 7 cards. If you know of a better card then play it, but always aim to discard it through cards like "},{"insert":{"card-link":"Thrill of Possibility"}},{"insert":". 5 mana really is a lot for the deck.\n\nRamp is probably the main area of Improvement, I am largely just playing what I know. I am only play one cost reducer, it only helps so much. It will help you cast your bigger spells, but most of the time you are just copying them. Reducing the 2 mana cards to cantrips tends to just be enough. I am not playing "},{"insert":{"card-link":"Ashling, Flame Dancer"}},{"insert":" just because by the time I get to the third effect, I likely need more blue mana than red. Other mana banks like"},{"insert":{"card-link":"Electro, Assaulting Battery"}},{"insert":" are likely worth a slot. I don't have a Vivi quite yet so we are playing "},{"insert":{"card-link":"Resonating Lute"}},{"insert":", for this bracket it is quite the fun replacement, so consider keeping it as a relative power curb. I am not playing the rituals as I am not aiming to play that fast, or high roll by occasionally drawing power cards. \n\nOur main copier is going to be "},{"insert":{"card-link":"Kitsa, Otterball Elite"}},{"insert":". If you didn't know, just casting one instant/sorcery gives you the power requirement with your commander on board. I am also playing"},{"insert":{"card-link":"Sword of Wealth and Power"}},{"insert":". This may be questionable to some, but I find it to fit the role I want better than "},{"insert":{"card-link":"Twincast"}},{"insert":". Due to other card choices in the deck, we can already loop the cards we exile to copy. I didn't want a one off effect to copy something, I wanted something I can get value from turn after turn. That being said, "},{"insert":{"card-link":"Reverberate"}},{"insert":" is still worth considering if you want to play more combo and raise the power slightly. After experimenting with "},{"insert":{"card-link":"Thousand-Year Storm"}},{"insert":" and "},{"insert":{"card-link":"Ral, Crackling Wit"}},{"insert":", I found the cards not worth it. They will win games, but require more and can create problematic/long turns just due to math. That being said I still won burning the table with lightning bolt, so you could run it for the vibes. \n\nMy favorite part of the deck is the small grind package we are playing, These cards are why I chose the sword. "},{"insert":{"card-link":"Sorceress's Schemes"}},{"insert":","},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" and "},{"insert":{"card-link":"Pull from Eternity"}},{"insert":" enable us to do all sorts of crazy things to help us play the long games. Sorceress's Schemes deserves a lot of love. This card does not say it cannot target itself, and we do not cast itself from exile. It and a repeatable copier on their own create their own loop. You could choose to play more flashback cards, but we are mainly using it for the yard specifically. The red mana is just the cherry on top of everything. Sevinne's Reclamation is great not only because we can heavily leverage its flashback, but because we can use it to loop our fetches for "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":", enabling even more grind. Finally, the card that took me forever to find, "},{"insert":{"card-link":"Pull from Eternity"}},{"insert":". I think this card is absolutely amazing. It lets us double up on all of our other powerful cards as a can trip, potentially pull back more with our copiers and let you loop cards like "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":". These three together create our grind. There are probably stronger packages such as "},{"insert":{"card-link":"Displacer Kitten"}},{"insert":", or any blinker, and "},{"insert":{"card-link":"Archaeomancer"}},{"insert":", its very obvious what's about to go down and doesn't really fit what I want for the deck. The only way to really stop this is by exiling the yard with Pull from Eternity in it. If Wizards ever make another one, I would highly consider playing it. This package tends to be just enough to be able to out grind most opponents into the late game, you are able to reuse your high value cards more reliably and in more unique ways. \n\nFinally I'll quickly touch on the counters as its largely a mentality thing. Unless there's a real threat on the stack I will not counter it. My counters are to protect my gameplan almost specifically. Just swinging with Narset once can lead to massive advantage, but getting instantly removed is a massive setback. We also want to make sure our cards resolve successfully, more than we really care about anything else. If you cant make use of whatever you are casting immediately, it almost doesn't seem to matter. You will likely draw into traditional removal as well, and this deck can leverage reusing them more. This is also why I am not playing "},{"insert":{"card-link":"Lier, Disciple of the Drowned"}},{"insert":", I do want to counter your spell, more than i want to leverage my yard more. Looping "},{"insert":{"card-link":"Mizzix's Mastery"}},{"insert":" is likely the choice I would make if you really wanted something like Lier. \n\nWhile surely not 100% optimal, I have found myself having a lot of fun with this list. I hope you were able to take something from this as it doesn't follow some typical play patterns. \n"}]}
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