jnamtg
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Commander
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{"ops":[{"insert":"~survive by outvaluing on the stack until you can enter the infinite dream halls~\n\nThe main entry to the endgame is to find or cast Dream Halls with Enter The Infinite and one other blue card in hand to pitch cast it. The following win lines are guaranteed at this point, and in a pinch you're trying to replicate them in-game without having entered the endgame state, if required:\n(sorcery speed) cast Enter and put Delayed Blast Fireball on top of your library. Pitch cast Farideh if she's not on the battlefield, then Jeska's Will exiling DBF. Pitch cast a few more spells to up your storm count. Pitch cast Infernal Plunge if you need to, in order to get Farideh back off the field and not die to her draw triggers with an empty library. Pitch cast Underworld Breach if required to recycle more casts. Then when storm count is high enough, pitch cast Crackling Spellslinger, and once it resolves, pitch cast the DBF for lethal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"(sorcery speed) cast Enter and put a land on top of your library. Pitch cast Inner Fire which should add 70+ red mana. Pitch Avacyn's Judgement to cast any other red instant spell, then cast Avacyn's Judgement for its madness cost for lethal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"(instant speed with countermagic backups) cast Enter and put a land on top of your library. Pitch cast any targetless instant to begin the stack, then in response, pitch cast Seething Song and Pyretic Ritual in any order, hold priority after they resolve down to that first instant, then pitch cast all your flash creatures in any order (Hydroelectric, Faerie Mastermind, Scion of Stygia) with Crackling Spellspinger last on top of the stack, letting them resolve down to that first instant. Your storm count should be at least 7. Pitch or regular cast Firestorm, discarding a card for each available target other than yourself which ideally should be at least 7 (3 players and the 4 flash creatures you just resolved, but will likely be able to be much higher as long opponents control additional creatures you can target), or higher if you cast countermagic against interaction. Firestorm should go off for at least 7x7=49 damage to each creature and player which is hopefully lethal. If you require more than 49 damage, you may try to resolve Underworld Breach and/or Inner Fire before beginning the win-on-the-stack chain, or you can attempt to pitch cast more instants at the beginning of the chain before the rituals to increase storm count. Be very careful there are no onboard ways for an opponent to make a single target illegal because that will fizzle the entire cast of Firestorm and all its copies; in-hand ways to make a target illegal can be handled pitch-casting your countermagic."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you have RRR and any additional mana available, you can insert Storm King's Thunder for X after the Crackling Spellslinger trigger resolves. The copies of Storm King's Thunder won't trigger each other as they weren't cast, but they will make Y storm copies of themselves, which will then result in X*Y copies of DBF or Firestorm going off for certainly beyond lethal; notably each Firestorm can target the same set of targets, which can be narrowed to just opponents and your own creatures if you are worried about opponents' last-ditch interaction making a target illegal.\n\nSide wincons are with infinite mana/artifact untaps/die rolls via the easily tutorable Isochron/Dramatic Rev package. With Barbarian Class Lv 2 out, Farideh will have 21+ power as a flying menace attacker.\n\nCrackling Spellslinger is the lowkey star of the deck, enabling some pretty crazy storm spells with enough rituals backing her up:\nReckless Endeavor will clear the board and give you a ton of treasure"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Power of Persuasion can tuck a lot of the board"},{"attributes":{"list":"bullet"},"insert":"\n"}]}
Sword of Hours
Whenever equipped creature attacks, put a +1/+1 counter on it.
Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

The Deck of Many Things
, : Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand.
1—9 | Return a card at random from your graveyard to your hand.
10—19 | Draw two cards.
20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
1—9 | Return a card at random from your graveyard to your hand.
10—19 | Draw two cards.
20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
Legendary Artifact

Vexing Puzzlebox
Whenever you roll one or more dice, put a number of charge counters on this artifact equal to the result.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
Artifact

Wand of Wonder
, : Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs.
1—9 | X is one.
10—19 | X is two.
20 | X is three.
1—9 | X is one.
10—19 | X is two.
20 | X is three.
Artifact

Artifact
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Delina, Wild Mage
Whenever Delina attacks, choose target creature you control, then roll a d20.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
Legendary Creature - Elf Shaman

Sphinx of Forgotten Lore
Flash (You may cast this spell any time you could cast an instant.)
Flying
Whenever this creature attacks, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to that card's mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Flying
Whenever this creature attacks, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to that card's mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Creature - Sphinx

Wyll, Blade of Frontiers
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Whenever you roll one or more dice, put a +1/+1 counter on Wyll.
Choose a Background (You can have a Background as a second commander.)
Whenever you roll one or more dice, put a +1/+1 counter on Wyll.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Warlock

Creature
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Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura

Barbarian Class
(Gain the next level as a sorcery to add its ability.)
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: Level 3
Creatures you control have haste.
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: Level 3
Creatures you control have haste.
Enchantment - Class

Fable of the Mirror-Breaker
(As this Saga enters and after your draw step, add a lore counter.)
I — Create a 2/2 red Goblin Shaman creature token with "Whenever this token attacks, create a Treasure token."
II — You may discard up to two cards. If you do, draw that many cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Create a 2/2 red Goblin Shaman creature token with "Whenever this token attacks, create a Treasure token."
II — You may discard up to two cards. If you do, draw that many cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Lost in Memories
Flash
Enchant creature you control
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost." (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Enchant creature you control
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost." (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Enchantment - Aura

Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Enchantment
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Berserker's Frenzy
Cast this spell only before combat or during combat before blockers are declared.
Roll two d20 and ignore the lower roll.
1—14 | Choose any number of creatures. They block this turn if able.
15—20 | You choose which creatures block this turn and how those creatures block.
Roll two d20 and ignore the lower roll.
1—14 | Choose any number of creatures. They block this turn if able.
15—20 | You choose which creatures block this turn and how those creatures block.
Instant

Delayed Blast Fireball
Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Wyll's Reversal
Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
Instant

Instant
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Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Land
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Tezzeret the Seeker
+1: Untap up to two target artifacts.
−X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
−5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
−X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
−5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
Legendary Planeswalker - Tezzeret

Planeswalker
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Avacyn's Judgment
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Avacyn's Judgment deals 2 damage divided as you choose among any number of targets. If this spell's madness cost was paid, it deals X damage divided as you choose among those permanents and/or players instead.
Avacyn's Judgment deals 2 damage divided as you choose among any number of targets. If this spell's madness cost was paid, it deals X damage divided as you choose among those permanents and/or players instead.
Sorcery

Cone of Cold
Roll a d20.
1—9 | Tap all creatures your opponents control.
10—19 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps.
20 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. Until your next turn, creatures your opponents control enter tapped.
1—9 | Tap all creatures your opponents control.
10—19 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps.
20 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. Until your next turn, creatures your opponents control enter tapped.
Sorcery

Transmute Artifact
Sacrifice an artifact. If you do, search your library for an artifact card. If that card's mana value is less than or equal to the sacrificed artifact's mana value, put it onto the battlefield. If it's greater, you may pay , where X is the difference. If you do, put it onto the battlefield. If you don't, put it into its owner's graveyard. Then shuffle.
Sorcery

Sorcery
(Ctrl to add secondary)
Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"~survive by outvaluing on the stack until you can enter the infinite dream halls~\n\nThe main entry to the endgame is to find or cast Dream Halls with Enter The Infinite and one other blue card in hand to pitch cast it. The following win lines are guaranteed at this point, and in a pinch you're trying to replicate them in-game without having entered the endgame state, if required:\n(sorcery speed) cast Enter and put Delayed Blast Fireball on top of your library. Pitch cast Farideh if she's not on the battlefield, then Jeska's Will exiling DBF. Pitch cast a few more spells to up your storm count. Pitch cast Infernal Plunge if you need to, in order to get Farideh back off the field and not die to her draw triggers with an empty library. Pitch cast Underworld Breach if required to recycle more casts. Then when storm count is high enough, pitch cast Crackling Spellslinger, and once it resolves, pitch cast the DBF for lethal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"(sorcery speed) cast Enter and put a land on top of your library. Pitch cast Inner Fire which should add 70+ red mana. Pitch Avacyn's Judgement to cast any other red instant spell, then cast Avacyn's Judgement for its madness cost for lethal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"(instant speed with countermagic backups) cast Enter and put a land on top of your library. Pitch cast any targetless instant to begin the stack, then in response, pitch cast Seething Song and Pyretic Ritual in any order, hold priority after they resolve down to that first instant, then pitch cast all your flash creatures in any order (Hydroelectric, Faerie Mastermind, Scion of Stygia) with Crackling Spellspinger last on top of the stack, letting them resolve down to that first instant. Your storm count should be at least 7. Pitch or regular cast Firestorm, discarding a card for each available target other than yourself which ideally should be at least 7 (3 players and the 4 flash creatures you just resolved, but will likely be able to be much higher as long opponents control additional creatures you can target), or higher if you cast countermagic against interaction. Firestorm should go off for at least 7x7=49 damage to each creature and player which is hopefully lethal. If you require more than 49 damage, you may try to resolve Underworld Breach and/or Inner Fire before beginning the win-on-the-stack chain, or you can attempt to pitch cast more instants at the beginning of the chain before the rituals to increase storm count. Be very careful there are no onboard ways for an opponent to make a single target illegal because that will fizzle the entire cast of Firestorm and all its copies; in-hand ways to make a target illegal can be handled pitch-casting your countermagic."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you have RRR and any additional mana available, you can insert Storm King's Thunder for X after the Crackling Spellslinger trigger resolves. The copies of Storm King's Thunder won't trigger each other as they weren't cast, but they will make Y storm copies of themselves, which will then result in X*Y copies of DBF or Firestorm going off for certainly beyond lethal; notably each Firestorm can target the same set of targets, which can be narrowed to just opponents and your own creatures if you are worried about opponents' last-ditch interaction making a target illegal.\n\nSide wincons are with infinite mana/artifact untaps/die rolls via the easily tutorable Isochron/Dramatic Rev package. With Barbarian Class Lv 2 out, Farideh will have 21+ power as a flying menace attacker.\n\nCrackling Spellslinger is the lowkey star of the deck, enabling some pretty crazy storm spells with enough rituals backing her up:\nReckless Endeavor will clear the board and give you a ton of treasure"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Power of Persuasion can tuck a lot of the board"},{"attributes":{"list":"bullet"},"insert":"\n"}]}








































































