kristo
561 views47 hrs ago
Commander
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{"ops":[{"insert":{"card-link":"Noctis, Heir Apparent"}},{"insert":" welcomes you to the battlefield by tossing you a sword. \n\n(Current state of deck is work-in-progress, doing some IRL tests to tighten it up after it's first 2 outings were a bit too slow)\n\nDescription"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a weapons deck with a twist, in that it can (and should) operate "},{"attributes":{"bold":true},"insert":"mostly"},{"insert":" on other people's turns. Ideally, even though draw-go decks are the traditional home for counterspells, we instead hold up more proactive interaction rather than true counterspells. IF we're running counterspells, they have to speak to the themes/subthemes of the deck.\n\nBackup commander is "},{"insert":{"card-link":"The Blue Spirit"}},{"insert":". It only applies to non-tokens, which doesn't reward Myriad/Mobilize like the face commander does, but it does provide "},{"attributes":{"bold":true},"insert":"draw "},{"insert":"as a payoff (which Noctis does not) and is a much stronger card when it has 3-color support.\n\nThe commander says \"when a creature enters during combat,\" but it doesn't say "},{"attributes":{"bold":true},"insert":"your"},{"insert":" combat, or which creature gets equipped! Just 1 free equip to 1 of your creatures. The goal here is to be able to Flash in creatures on any given combat, making attacking/blocking very challenging, and then cash in on that by swinging evasive-ish equipped creatures and getting the on-attack or on-hit benefits. \n\n"},{"attributes":{"italic":true},"insert":"There are many sub-themes that are attached to Flash creatures, like "},{"attributes":{"italic":true,"bold":true},"insert":"when you draw I draw, "},{"attributes":{"italic":true},"insert":"or"},{"attributes":{"italic":true,"bold":true},"insert":" when you draw your second card,"},{"attributes":{"italic":true},"insert":" or "},{"attributes":{"italic":true,"bold":true},"insert":"when people cast their second spell each turn"},{"attributes":{"italic":true},"insert":", or "},{"attributes":{"italic":true,"bold":true},"insert":"Faeries, "},{"attributes":{"italic":true},"insert":"and we can't do it all. The Maybeboard is a graveyard of abandoned subthemes. "},{"insert":"\n\nThe Armory"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We cheat equip costs regularly, so we want to find weapons with low casting cost but a high equip cost, and then circumvent those equip costs, as seen in "},{"insert":{"card-link":"Scythe of the Wretched"}},{"insert":", "},{"insert":{"card-link":"Resurrection Orb"}},{"insert":", "},{"insert":{"card-link":"Blade of Selves"}},{"insert":".\n \nIf our weapons also make creatures during combat, we can get additional free equip triggers when they activate, like with "},{"insert":{"card-link":"Buster Sword"}},{"insert":", "},{"insert":{"card-link":"Fishing Gear"}},{"insert":", or "},{"insert":{"card-link":"Blade of Selves"}},{"insert":". \n\nBenefit from swinging: Most of the weapons fit in this category, but especially "},{"insert":{"card-link":"Nazgûl Battle-Mace"}},{"insert":" and "},{"insert":{"card-link":"Buster Sword"}},{"insert":". I may need to add stronger beaters if I find in testing that the deck isn't closing out fast enough.\n\nEnablers"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"Lots of little tech helps this game plan along"},{"insert":"\nTap-down/goad for getting attacks in, like "},{"insert":{"card-link":"Floodpits Drowner"}},{"insert":" and "},{"insert":{"card-link":"Alela, Cunning Conqueror"}},{"insert":".\nSpawn tokens in combat - myriad, mobilize, or otherwise like "},{"insert":{"card-link":"Fire Nation Occupation"}},{"insert":" or "},{"insert":{"card-link":"Dalkovan Encampment"}},{"insert":".\nBlink for triggering \"enters during combat\", retrigger ETBs, and protection: "},{"insert":{"card-link":"Ephemerate"}},{"insert":" "},{"insert":{"card-link":"Essence Flux"}},{"insert":".\nReactive cards that have Flash, like "},{"insert":{"card-link":"Deep Gnome Terramancer"}},{"insert":" or "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":".\nCards that give other cards flash, like "},{"insert":{"card-link":"The Blue Spirit"}},{"insert":" or "},{"insert":{"card-link":"Scout's Warning"}},{"insert":".\nRamp - outside of green, we are ramping with treasures, cost reductions, and mana rocks.\nDraw - mostly synergistic, but it's good to have a few works-anywhere draw spells in case we fizzle.\n\nWin Conditions"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"Every time you connect for damage with an equipped creature you are advancing the game state, and every time you successfully pull off a combat trick for a blowout or extra value you are advancing the game state. This deck is not meant to durdle for too long, so the \"Value Engines\" part of the game plan is relatively small as we should be accruing value through combat on a regular basis."},{"insert":"\n\nBeat People Up"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Either reward attacking/hitting people like "},{"insert":{"card-link":"Grim Hireling"}},{"insert":", "},{"insert":{"card-link":"The Aetherspark"}},{"insert":", or "},{"insert":{"card-link":"Fealty to the Realm"}},{"insert":", or make scary attackers with the likes of "},{"insert":{"card-link":"Nazgûl Battle-Mace"}},{"insert":".\n\nDo Combat Tricks"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"Every flash creature sort of counts as a combat trick, both because they can be surprise blockers AND because they can give us the ability to rearrange our equips at the last minute."},{"insert":"\nA few Flash creatures hit especially hard if they are big or come with removal effects. Prime examples are"},{"insert":{"card-link":"The Unagi of Kyoshi Island"}},{"insert":", "},{"insert":{"card-link":"Ertai Resurrected"}},{"insert":", "},{"insert":{"card-link":"Weeping Angel"}},{"insert":".\nSome spells help us rearrange the battlefield for favorable combat outcomes, like "},{"insert":{"card-link":"Reconnaissance"}},{"insert":" or "},{"insert":{"card-link":"Illusionist's Gambit"}},{"insert":". With the commander out, a blink spell AFTER blockers are declared rearranges the whole board and can help us save bad blocks and get over the top on trades.\n\nMake Value Engines"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Arna Kennerüd, Skycaptain"}},{"insert":" and "},{"insert":{"card-link":"Donatello, Gadget Master"}},{"insert":" make copies of weapons. Donatello is more open-ended, but the timing means you won't get to hit with the copy weapon the first turn you create it.\n"},{"insert":{"card-link":"Heartseeker"}},{"insert":" can be repeatable removal and is especially potent with "},{"insert":{"card-link":"Reconnaissance"}},{"insert":" in play, or with multiple untapped equippable targets available.\n"},{"insert":{"card-link":"Resurrection Orb"}},{"insert":" can make chump blocking more acceptable, and goes great with "},{"insert":{"card-link":"Mask of Griselbrand"}},{"insert":".\n\n\n\n\n\nLandbase:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Staples"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"If money is no object, run these in every deck. This is a proxied deck, if you want a budget mana base I apologize. "},{"insert":"\nTriome, Command Tower, Surveils x3, Shocks x3, Fetches x3, Fabled Passage, Prismatic Vista, Basics x5. \n\nSometimes, for color balance"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Verges/Filters/Slows/Bounces only as needed. This deck leans blue, so I've included some, but not all, of the blue lands in these categories.\n\n"},{"attributes":{"bold":true},"insert":"Tech"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"MDFC's "},{"insert":"- If they can come in untapped, many are straight up too good not to run. Some can be activated at instant speed. MH3 one-color MDFC's and Kamigawa channel-lands are basically free extra interaction.\n"},{"attributes":{"bold":true},"insert":"Bounces - "},{"insert":"If you run catch-up ramp, Bounce lands are your friends. If you don't, only do it if your table doesn't run much land hate, otherwise you'll get sniped and be down 2. If you run MDFC's and Channel Lands, bounce lands can pick those back up for you and make them spells if you need them.\n"},{"attributes":{"bold":true},"insert":"Deck-specific tech"},{"insert":": This deck cares about equipment, spawning creatures during combat, and swinging with evasive threats. It's also not in Green, so it needs assistance ramping everywhere we can get it.\n\n"}]}
Commander
Noctis, Heir Apparent
Whenever a creature you control enters during combat, you may attach target Equipment you control to target creature you control.
Warp-Strike — : Exile Noctis. Return it to the battlefield under its owner's control tapped and attacking at the beginning of that player's next declare attackers step. It can't be blocked that combat.
Warp-Strike — : Exile Noctis. Return it to the battlefield under its owner's control tapped and attacking at the beginning of that player's next declare attackers step. It can't be blocked that combat.
Legendary Creature - Human Noble

Commander
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Card Advantage
Moon-Circuit Hacker
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card unless this creature entered this turn.
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card unless this creature entered this turn.
Creature Enchantment - Human Ninja

Rev, Tithe Extractor
Whenever you attack, target creature gains deathtouch until end of turn.
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token, then look at the top card of that player's library and exile it face down. You may cast that card for as long as it remains exiled. (A Treasure token is an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token, then look at the top card of that player's library and exile it face down. You may cast that card for as long as it remains exiled. (A Treasure token is an artifact with ", Sacrifice this token: Add one mana of any color.")
Legendary Creature - Human Rogue

Card Advantage
(CTRL to add secondary)
Combat Trick
Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Weeping Angel
Flash
First strike, vigilance
Whenever an opponent casts a creature spell, this creature isn't a creature until end of turn.
If this creature would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library.
First strike, vigilance
Whenever an opponent casts a creature spell, this creature isn't a creature until end of turn.
If this creature would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library.
Creature Artifact - Angel Alien

Combat Trick
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Enters During Combat
Shark Shredder, Killer Clone
Sneak
First strike
Whenever Shark Shredder deals combat damage to a player, put up to one target creature card from that player's graveyard onto the battlefield under your control. It enters tapped and attacking that player.
First strike
Whenever Shark Shredder deals combat damage to a player, put up to one target creature card from that player's graveyard onto the battlefield under your control. It enters tapped and attacking that player.
Legendary Creature - Octopus Ninja Shark

Enters During Combat
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Equipment Enabler
Arna Kennerüd, Skycaptain
Flying, lifelink
Ward—Discard a card.
Whenever a modified creature you control attacks, double the number of each kind of counter on it. Then for each nontoken permanent attached to it, create a token that's a copy of that permanent attached to that creature.
Ward—Discard a card.
Whenever a modified creature you control attacks, double the number of each kind of counter on it. Then for each nontoken permanent attached to it, create a token that's a copy of that permanent attached to that creature.
Legendary Creature - Human Knight

Donatello, Gadget Master
Sneak (You may cast this spell for if you also return an unblocked attacker you control to hand during the declare blockers step. He enters tapped and attacking.)
Whenever Donatello deals combat damage to a player, create a token that's a copy of target artifact you control.
Whenever Donatello deals combat damage to a player, create a token that's a copy of target artifact you control.
Legendary Creature - Mutant Ninja Turtle

Equipment Enabler
(CTRL to add secondary)
Evasion
Liberator, Urza's Battlethopter
Flash
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Legendary Creature Artifact - Thopter

Evasion
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Flash Payoff
Alela, Cunning Conqueror
Flying
Whenever you cast your first spell during each opponent's turn, create a 1/1 black Faerie Rogue creature token with flying.
Whenever one or more Faeries you control deal combat damage to a player, goad target creature that player controls.
Whenever you cast your first spell during each opponent's turn, create a 1/1 black Faerie Rogue creature token with flying.
Whenever one or more Faeries you control deal combat damage to a player, goad target creature that player controls.
Legendary Creature - Faerie Warlock

Blightwing Bandit
Flying, deathtouch
Whenever you cast your first spell during each opponent's turn, look at the top card of that player's library, then exile it face down. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it.
Whenever you cast your first spell during each opponent's turn, look at the top card of that player's library, then exile it face down. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it.
Creature - Rogue Faerie

Fire Nation Occupation
When this enchantment enters, create a 2/2 red Soldier creature token with firebending 1. (Whenever it attacks, add . This mana lasts until end of combat.)
Whenever you cast a spell during an opponent's turn, create a 2/2 red Soldier creature token with firebending 1.
Whenever you cast a spell during an opponent's turn, create a 2/2 red Soldier creature token with firebending 1.
Enchantment

Flash Payoff
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Land
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Protection
Protection
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Pump
Pump
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Ramp
Hidden Strings
You may tap or untap target permanent, then you may tap or untap another target permanent.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery

Thieving Skydiver
Kicker . X can't be 0. (You may pay an additional as you cast this spell.)
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Creature - Merfolk Rogue

Ramp
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Recursion
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.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Recursion
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Removal
Siren's Call
Cast this spell only during an opponent's turn, before attackers are declared.
Creatures the active player controls attack this turn if able.
At the beginning of the next end step, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn.
Creatures the active player controls attack this turn if able.
At the beginning of the next end step, destroy all non-Wall creatures that player controls that didn't attack this turn. Ignore this effect for each creature the player didn't control continuously since the beginning of the turn.
Instant

Turncoat Kunoichi
Sneak (You may cast this spell for if you also return an unblocked attacker you control to hand during the declare blockers step. It enters tapped and attacking.)
When this creature enters, choose target creature an opponent controls. Exile that creature until this creature leaves the battlefield. If this creature's sneak cost was paid, instead exile the chosen creature.
When this creature enters, choose target creature an opponent controls. Exile that creature until this creature leaves the battlefield. If this creature's sneak cost was paid, instead exile the chosen creature.
Creature - Mutant Ninja Fox

Removal
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Tokens
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.
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

Ainok Strike Leader
Whenever you attack with this creature and/or your commander, for each opponent, create a 1/1 red Goblin creature token that's tapped and attacking that player.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
Creature - Warrior Dog

Ratonhnhaké꞉ton
As long as Ratonhnhaké꞉ton hasn't dealt damage yet, it has hexproof and can't be blocked.
Whenever Ratonhnhaké꞉ton deals combat damage to a player, create a 1/1 black Assassin creature token with menace. When you do, return target Equipment card from your graveyard to the battlefield, then attach it to that token.
Whenever Ratonhnhaké꞉ton deals combat damage to a player, create a 1/1 black Assassin creature token with menace. When you do, return target Equipment card from your graveyard to the battlefield, then attach it to that token.
Legendary Creature - Human Assassin

Tokens
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Tutor
Cloud, Midgar Mercenary
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
Legendary Creature - Human Soldier Mercenary

Tutor
(CTRL to add secondary)
Maybeboard
Alisaie Leveilleur
Partner with Alphinaud Leveilleur (When this creature enters, target player may put Alphinaud Leveilleur into their hand from their library, then shuffle.)
First strike
Dualcast — The second spell you cast each turn costs less to cast.
First strike
Dualcast — The second spell you cast each turn costs less to cast.
Legendary Creature - Wizard Elf

Archpriest of Shadows
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.)
Deathtouch
Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield.
Deathtouch
Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield.
Creature - Human Warlock

Assimilation Aegis
When this Equipment enters, exile up to one target creature until this Equipment leaves the battlefield.
Whenever this Equipment becomes attached to a creature, for as long as this Equipment remains attached to it, that creature becomes a copy of a creature card exiled with this Equipment.
Equip
Whenever this Equipment becomes attached to a creature, for as long as this Equipment remains attached to it, that creature becomes a copy of a creature card exiled with this Equipment.
Equip
Artifact - Equipment

Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery

Bard, King of Dale
Reach, vigilance
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Legendary Creature - Human Archer Noble

Basim Ibn Ishaq
Whenever you cast a historic spell, draw a card. Basim Ibn Ishaq can't be blocked this turn. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic.)
Whenever Basim Ibn Ishaq deals combat damage to a player, put a +1/+1 counter on it.
Whenever Basim Ibn Ishaq deals combat damage to a player, put a +1/+1 counter on it.
Legendary Creature - Human Assassin

Bilbo's Gambit
Gift a Treasure (You may promise an opponent a gift as you cast this spell. If you do, they create a Treasure token before its other effects. It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn.
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn.
Instant

Bitterthorn, Nissa's Animus
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
Legendary Artifact - Equipment

Conformer Shuriken
Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference."
Equip
Equip
Legendary Artifact - Equipment

Deadeye Navigator
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
Creature - Spirit

Dora Milaje Elite
First strike
When this creature enters, if an opponent controls more lands than you, create a tapped Vibranium token. (It's an artifact with indestructible and ": Add . This mana can't be spent to cast a nonartifact spell.")
Sacrifice this creature: Legendary permanents you control gain indestructible until end of turn.
When this creature enters, if an opponent controls more lands than you, create a tapped Vibranium token. (It's an artifact with indestructible and ": Add . This mana can't be spent to cast a nonartifact spell.")
Sacrifice this creature: Legendary permanents you control gain indestructible until end of turn.
Creature - Human Warrior

Dreamtide Whale
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Whale

Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer

Ertai Resurrected
Flash
When Ertai Resurrected enters, choose up to one —
• Counter target spell, activated ability, or triggered ability. Its controller draws a card.
• Destroy another target creature or planeswalker. Its controller draws a card.
When Ertai Resurrected enters, choose up to one —
• Counter target spell, activated ability, or triggered ability. Its controller draws a card.
• Destroy another target creature or planeswalker. Its controller draws a card.
Legendary Creature - Human Wizard Phyrexian

Fear of Impostors
Flash
When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Creature Enchantment - Nightmare

Foot Chopper
When this Equipment enters, create a 1/1 black Ninja creature token, then attach this Equipment to it.
Equipped creature has flying.
Whenever equipped creature deals combat damage to a player, you may sacrifice it. If you do, draw cards equal to its power.
Equip
Equipped creature has flying.
Whenever equipped creature deals combat damage to a player, you may sacrifice it. If you do, draw cards equal to its power.
Equip
Artifact - Equipment

Forge Anew
When this enchantment enters, return target Equipment card from your graveyard to the battlefield.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
Enchantment

Garland, Royal Kidnapper
When Garland enters, target opponent becomes the monarch.
Whenever an opponent becomes the monarch, gain control of target creature that player controls for as long as they're the monarch.
Creatures you control but don't own get +2/+2 and can't be sacrificed.
Whenever an opponent becomes the monarch, gain control of target creature that player controls for as long as they're the monarch.
Creatures you control but don't own get +2/+2 and can't be sacrificed.
Legendary Creature - Human Knight

Heart-Shaped Herb
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
, , Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch.
, , Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch.
Artifact

Hurl into History
Counter target artifact or creature spell. Discover X, where X is that spell's mana value. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Instant

Illusionist's Gambit
Cast this spell only during the declare blockers step on an opponent's turn.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
Instant

Kaito, Bane of Nightmares
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
During your turn, as long as Kaito has one or more loyalty counters on him, he's a 3/4 Ninja creature and has hexproof.
+1: You get an emblem with "Ninjas you control get +1/+1."
0: Surveil 2. Then draw a card for each opponent who lost life this turn.
−2: Tap target creature. Put two stun counters on it.
During your turn, as long as Kaito has one or more loyalty counters on him, he's a 3/4 Ninja creature and has hexproof.
+1: You get an emblem with "Ninjas you control get +1/+1."
0: Surveil 2. Then draw a card for each opponent who lost life this turn.
−2: Tap target creature. Put two stun counters on it.
Legendary Planeswalker - Kaito

Lost in the Maze
Flash
When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
Enchantment

Malcolm, Alluring Scoundrel
Flash
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Legendary Creature - Pirate Siren

Mistbind Clique
Flash
Flying
Champion a Faerie (When this enters, sacrifice it unless you exile another Faerie you control. When this leaves the battlefield, that card returns to the battlefield.)
When a Faerie is championed with this creature, tap all lands target player controls.
Flying
Champion a Faerie (When this enters, sacrifice it unless you exile another Faerie you control. When this leaves the battlefield, that card returns to the battlefield.)
When a Faerie is championed with this creature, tap all lands target player controls.
Creature - Wizard Faerie

Mystic Reflection
Choose target nonlegendary creature. The next time one or more creatures or planeswalkers enter this turn, they enter as copies of the chosen creature.
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

Nazgûl Battle-Mace
Equipped creature has menace, deathtouch, annihilator 1, and "Whenever an opponent sacrifices a nontoken permanent, put that card onto the battlefield under your control unless that player pays 3 life." (Whenever a creature with annihilator 1 attacks, defending player sacrifices a permanent of their choice.)
Equip
Equip
Artifact - Equipment

Proft's Eidetic Memory
When Proft's Eidetic Memory enters, draw a card.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Legendary Enchantment

Rhys, the Evermore
Flash
When Rhys enters, another target creature you control gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
, : Remove any number of counters from target creature you control. Activate only as a sorcery.
When Rhys enters, another target creature you control gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
, : Remove any number of counters from target creature you control. Activate only as a sorcery.
Legendary Creature - Warrior Elf

Sakashima's Protege
Flash
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
You may have this creature enter as a copy of any permanent that entered this turn.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
You may have this creature enter as a copy of any permanent that entered this turn.
Creature - Shapeshifter

Sicarian Infiltrator
Flash
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Benediction of the Omnissiah — When this creature enters, draw a card.
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Benediction of the Omnissiah — When this creature enters, draw a card.
Creature Artifact - Human Soldier

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Szat's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each opponent sacrifices a creature they control with the greatest power.
• Exile all opponents' graveyards, then create X 0/1 black Thrull creature tokens, where X is the greatest power among creature cards exiled this way.
• Each opponent sacrifices a creature they control with the greatest power.
• Exile all opponents' graveyards, then create X 0/1 black Thrull creature tokens, where X is the greatest power among creature cards exiled this way.
Instant

Taigam, Master Opportunist
Flurry — Whenever you cast your second spell each turn, copy it, then exile the spell you cast with four time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Legendary Creature - Human Monk

The Aetherspark
As long as The Aetherspark is attached to a creature, The Aetherspark can't be attacked and has "Whenever equipped creature deals combat damage during your turn, put that many loyalty counters on The Aetherspark."
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
Legendary Artifact Planeswalker - Equipment

The Eagles Are Coming!
Kicker (You may pay an additional as you cast this spell.)
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Instant

The Key to the Vault
Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Equip
Equip
Legendary Artifact - Equipment

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

The Unagi of Kyoshi Island
Flash
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Legendary Creature - Serpent

The Watcher in the Water
The Watcher in the Water enters tapped with nine stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
Legendary Creature - Kraken

Tishana's Tidebinder
Flash
When this creature enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature, or planeswalker is countered this way, that permanent loses all abilities for as long as this creature remains on the battlefield. (Mana abilities can't be targeted.)
When this creature enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature, or planeswalker is countered this way, that permanent loses all abilities for as long as this creature remains on the battlefield. (Mana abilities can't be targeted.)
Creature - Wizard Merfolk

Tomb of Horrors Adventurer
When this creature enters, you take the initiative.
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
Creature - Elf Monk

Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment

Unfinished Business
Return target creature card from your graveyard to the battlefield, then return up to two target Aura and/or Equipment cards from your graveyard to the battlefield attached to that creature. (If the Auras can't enchant that creature, they remain in your graveyard.)
Sorcery

Volatile Stormdrake
Flying, hexproof from activated and triggered abilities
When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get , then sacrifice that creature unless you pay an amount of equal to its mana value.
When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get , then sacrifice that creature unless you pay an amount of equal to its mana value.
Creature - Drake

Waterbender's Restoration
As an additional cost to cast this spell, waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Exile X target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Exile X target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Instant - Lesson

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
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Description
{"ops":[{"insert":{"card-link":"Noctis, Heir Apparent"}},{"insert":" welcomes you to the battlefield by tossing you a sword. \n\n(Current state of deck is work-in-progress, doing some IRL tests to tighten it up after it's first 2 outings were a bit too slow)\n\nDescription"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a weapons deck with a twist, in that it can (and should) operate "},{"attributes":{"bold":true},"insert":"mostly"},{"insert":" on other people's turns. Ideally, even though draw-go decks are the traditional home for counterspells, we instead hold up more proactive interaction rather than true counterspells. IF we're running counterspells, they have to speak to the themes/subthemes of the deck.\n\nBackup commander is "},{"insert":{"card-link":"The Blue Spirit"}},{"insert":". It only applies to non-tokens, which doesn't reward Myriad/Mobilize like the face commander does, but it does provide "},{"attributes":{"bold":true},"insert":"draw "},{"insert":"as a payoff (which Noctis does not) and is a much stronger card when it has 3-color support.\n\nThe commander says \"when a creature enters during combat,\" but it doesn't say "},{"attributes":{"bold":true},"insert":"your"},{"insert":" combat, or which creature gets equipped! Just 1 free equip to 1 of your creatures. The goal here is to be able to Flash in creatures on any given combat, making attacking/blocking very challenging, and then cash in on that by swinging evasive-ish equipped creatures and getting the on-attack or on-hit benefits. \n\n"},{"attributes":{"italic":true},"insert":"There are many sub-themes that are attached to Flash creatures, like "},{"attributes":{"italic":true,"bold":true},"insert":"when you draw I draw, "},{"attributes":{"italic":true},"insert":"or"},{"attributes":{"italic":true,"bold":true},"insert":" when you draw your second card,"},{"attributes":{"italic":true},"insert":" or "},{"attributes":{"italic":true,"bold":true},"insert":"when people cast their second spell each turn"},{"attributes":{"italic":true},"insert":", or "},{"attributes":{"italic":true,"bold":true},"insert":"Faeries, "},{"attributes":{"italic":true},"insert":"and we can't do it all. The Maybeboard is a graveyard of abandoned subthemes. "},{"insert":"\n\nThe Armory"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We cheat equip costs regularly, so we want to find weapons with low casting cost but a high equip cost, and then circumvent those equip costs, as seen in "},{"insert":{"card-link":"Scythe of the Wretched"}},{"insert":", "},{"insert":{"card-link":"Resurrection Orb"}},{"insert":", "},{"insert":{"card-link":"Blade of Selves"}},{"insert":".\n \nIf our weapons also make creatures during combat, we can get additional free equip triggers when they activate, like with "},{"insert":{"card-link":"Buster Sword"}},{"insert":", "},{"insert":{"card-link":"Fishing Gear"}},{"insert":", or "},{"insert":{"card-link":"Blade of Selves"}},{"insert":". \n\nBenefit from swinging: Most of the weapons fit in this category, but especially "},{"insert":{"card-link":"Nazgûl Battle-Mace"}},{"insert":" and "},{"insert":{"card-link":"Buster Sword"}},{"insert":". I may need to add stronger beaters if I find in testing that the deck isn't closing out fast enough.\n\nEnablers"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"Lots of little tech helps this game plan along"},{"insert":"\nTap-down/goad for getting attacks in, like "},{"insert":{"card-link":"Floodpits Drowner"}},{"insert":" and "},{"insert":{"card-link":"Alela, Cunning Conqueror"}},{"insert":".\nSpawn tokens in combat - myriad, mobilize, or otherwise like "},{"insert":{"card-link":"Fire Nation Occupation"}},{"insert":" or "},{"insert":{"card-link":"Dalkovan Encampment"}},{"insert":".\nBlink for triggering \"enters during combat\", retrigger ETBs, and protection: "},{"insert":{"card-link":"Ephemerate"}},{"insert":" "},{"insert":{"card-link":"Essence Flux"}},{"insert":".\nReactive cards that have Flash, like "},{"insert":{"card-link":"Deep Gnome Terramancer"}},{"insert":" or "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":".\nCards that give other cards flash, like "},{"insert":{"card-link":"The Blue Spirit"}},{"insert":" or "},{"insert":{"card-link":"Scout's Warning"}},{"insert":".\nRamp - outside of green, we are ramping with treasures, cost reductions, and mana rocks.\nDraw - mostly synergistic, but it's good to have a few works-anywhere draw spells in case we fizzle.\n\nWin Conditions"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"Every time you connect for damage with an equipped creature you are advancing the game state, and every time you successfully pull off a combat trick for a blowout or extra value you are advancing the game state. This deck is not meant to durdle for too long, so the \"Value Engines\" part of the game plan is relatively small as we should be accruing value through combat on a regular basis."},{"insert":"\n\nBeat People Up"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Either reward attacking/hitting people like "},{"insert":{"card-link":"Grim Hireling"}},{"insert":", "},{"insert":{"card-link":"The Aetherspark"}},{"insert":", or "},{"insert":{"card-link":"Fealty to the Realm"}},{"insert":", or make scary attackers with the likes of "},{"insert":{"card-link":"Nazgûl Battle-Mace"}},{"insert":".\n\nDo Combat Tricks"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"Every flash creature sort of counts as a combat trick, both because they can be surprise blockers AND because they can give us the ability to rearrange our equips at the last minute."},{"insert":"\nA few Flash creatures hit especially hard if they are big or come with removal effects. Prime examples are"},{"insert":{"card-link":"The Unagi of Kyoshi Island"}},{"insert":", "},{"insert":{"card-link":"Ertai Resurrected"}},{"insert":", "},{"insert":{"card-link":"Weeping Angel"}},{"insert":".\nSome spells help us rearrange the battlefield for favorable combat outcomes, like "},{"insert":{"card-link":"Reconnaissance"}},{"insert":" or "},{"insert":{"card-link":"Illusionist's Gambit"}},{"insert":". With the commander out, a blink spell AFTER blockers are declared rearranges the whole board and can help us save bad blocks and get over the top on trades.\n\nMake Value Engines"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Arna Kennerüd, Skycaptain"}},{"insert":" and "},{"insert":{"card-link":"Donatello, Gadget Master"}},{"insert":" make copies of weapons. Donatello is more open-ended, but the timing means you won't get to hit with the copy weapon the first turn you create it.\n"},{"insert":{"card-link":"Heartseeker"}},{"insert":" can be repeatable removal and is especially potent with "},{"insert":{"card-link":"Reconnaissance"}},{"insert":" in play, or with multiple untapped equippable targets available.\n"},{"insert":{"card-link":"Resurrection Orb"}},{"insert":" can make chump blocking more acceptable, and goes great with "},{"insert":{"card-link":"Mask of Griselbrand"}},{"insert":".\n\n\n\n\n\nLandbase:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Staples"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"If money is no object, run these in every deck. This is a proxied deck, if you want a budget mana base I apologize. "},{"insert":"\nTriome, Command Tower, Surveils x3, Shocks x3, Fetches x3, Fabled Passage, Prismatic Vista, Basics x5. \n\nSometimes, for color balance"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Verges/Filters/Slows/Bounces only as needed. This deck leans blue, so I've included some, but not all, of the blue lands in these categories.\n\n"},{"attributes":{"bold":true},"insert":"Tech"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"MDFC's "},{"insert":"- If they can come in untapped, many are straight up too good not to run. Some can be activated at instant speed. MH3 one-color MDFC's and Kamigawa channel-lands are basically free extra interaction.\n"},{"attributes":{"bold":true},"insert":"Bounces - "},{"insert":"If you run catch-up ramp, Bounce lands are your friends. If you don't, only do it if your table doesn't run much land hate, otherwise you'll get sniped and be down 2. If you run MDFC's and Channel Lands, bounce lands can pick those back up for you and make them spells if you need them.\n"},{"attributes":{"bold":true},"insert":"Deck-specific tech"},{"insert":": This deck cares about equipment, spawning creatures during combat, and swinging with evasive threats. It's also not in Green, so it needs assistance ramping everywhere we can get it.\n\n"}]}


















































































































































































