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Commander
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Commander
Aang, at the Crossroads
Flying
When Aang enters, look at the top five cards of your library. You may put a creature card with mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
When another creature you control leaves the battlefield, transform Aang at the beginning of the next upkeep.
When Aang enters, look at the top five cards of your library. You may put a creature card with mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
When another creature you control leaves the battlefield, transform Aang at the beginning of the next upkeep.
Legendary Creature - Human Avatar Ally


Commander
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Anthem
Starfield Vocalist
If a permanent entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Human Bard

Anthem
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Blink
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

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

Blink
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Clones
Chameleon, Master of Disguise
You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise.
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Legendary Creature - Human Shapeshifter Villain

Copycrook
You may have this creature enter as a copy of any creature on the battlefield, except it has "Whenever this creature attacks, it connives." (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Creature - Rogue Shapeshifter

Naga Fleshcrafter
You may have this creature enter as a copy of any creature on the battlefield.
Renew — , Exile this card from your graveyard: Put a +1/+1 counter on target nonlegendary creature you control. Each other creature you control becomes a copy of that creature until end of turn. Activate only as a sorcery.
Renew — , Exile this card from your graveyard: Put a +1/+1 counter on target nonlegendary creature you control. Each other creature you control becomes a copy of that creature until end of turn. Activate only as a sorcery.
Creature - Shapeshifter Snake

Sakashima's Student
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
You may have this creature enter as a copy of any creature on the battlefield, except it's a Ninja in addition to its other creature types.
You may have this creature enter as a copy of any creature on the battlefield, except it's a Ninja in addition to its other creature types.
Creature - Human Ninja

Undercover Operative
You may have this creature enter as a copy of any creature on the battlefield, except it enters with a shield counter on it if you control that creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Creature - Rogue Shapeshifter

Clones
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Copy
Sakashima of a Thousand Faces
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities.
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Rogue

Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

Copy
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Creature
Aang, the Last Airbender
Flying
When Aang enters, airbend up to one other target nonland permanent. (Exile it. While it's exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a Lesson spell, Aang gains lifelink until end of turn.
When Aang enters, airbend up to one other target nonland permanent. (Exile it. While it's exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a Lesson spell, Aang gains lifelink until end of turn.
Legendary Creature - Human Avatar Ally

Appa, Steadfast Guardian
Flash
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Legendary Creature - Ally Bison

Haru, Hidden Talent
Whenever another Ally you control enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Legendary Creature - Human Ally Peasant

Creature
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Draw
Thassa's Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Creature - Wizard Merfolk

Draw
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Land
Land
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Ramp
Badgermole Cub
When this creature enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you tap a creature for mana, add an additional .
Whenever you tap a creature for mana, add an additional .
Creature - Mole Badger

Ramp
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Recursion
Recursion
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Removal
Removal
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Tokens
Tokens
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Maybeboard
Maybeboard
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"This is my first \"Primer\", hopefully it isn't too rough....\n\nBracket 4 version based on cEDH Aang, at the Crossroads decks built without the turbo mana that allow turn 1 /2 wins. I used the general concept of cloning/blinking Aang for more of Aang's triggers to build this deck. I did not look into the typical wincon, and created my own (well, maybe my own as I don't know if the other decks use the same route). Best starting hands can win in 3 turns, typical is 4-6 and would say average is around 5. This is mostly in a \"vacuum\" as removal will typically slow it down (as with many decks). \n\nBest starting hand will have a doubler, 3 lands (covering the 3 colors) and sol ring. Having all three colored mana is best. If you can put one land on T1 with sol ring, next land with doubler on T2 (Katara is the only one that can't drop on T2 as she needs 3 colors, unless you can drop sol ring and signet on T1, then you could also drop Aang on T2 in this case), then last color and Aang on T3, you can win! Most likely you'll get ramp without the sol ring, and Aang hits T4. If no ramp and he hits T5, it is not ideal, but depending on your gamestate may not matter. Typically you want Aang out ASAP to start getting triggers. If you have to chose between casting a doubler or Aang, typically better to still get Aang out first. You may hit something that will let you continue the triggers. If you put out the doubler, you will always have to wait for your next turn. Best case is you get the doubler out before you can drop Aang. As a general rule, i try not to mulligan too much, but if I don't have at least 2 lands and some kind of other ramp, I will mulligan. I don't like relying on more than 1 land draw in the first 4 turns to get things to work. \n\nSimple idea is to use Aang's ETB triggres to put creatures out for free until you can get in a infinite loop and play your win con. Every creature in the 99 is 4 or less mana. You will create more of Aang's ETB triggers by either cloning or blink Aang. Even though the clones will enter as Aang and be removed via the legendary rule, their triggers will still go on the stack and resolve. Once you get a doubler out, you'll get at least 2 triggers each time and it can snowball from there. The doublers are also what allows you to get into infinite loops allowing you unlimited Aang or other creature triggers and is how you win. Your primary goal is to get out Aang, to start the ball rolling and then a doubler to accelerate the ball downhill. A doubler out before Aang hits as the ball will already be rolling fast! However, as stated above, if you have to choose, Aang is better if you have to chose between the two as he starts the ball rolling. The doubler only accelerates it. \n\nDoublers (Preston, the Vanisher, Starfield Vocalist, Katara, the Fearless, Panharmonicon, and Roaming Throne) are key, as they give you more Aang triggers and help get into the infinite loops easier. Urza's Incubator and Doc Aurlock, Grizzled Genius are used to reduce casting costs of airbent creatures to zero, allowing for infinite loop. Savvy Trader and the medallions also reduce the air bending cost by 1, but can be zero if paired. Medians also help get aang out faster. Clone, blink and/or airbend Aang to produce more of his ETB trigger to put more creatures out. Clones will target Aang, or blink creature to create more Aang triggers. Even if targeting Aang, when they clone enters as Aang it will still produce the trigger before being removed by legendary rule (if a blink creature is out, you can target them to keep the body on the field). Getting spark double or Sakashima of a Thousand Faces (Joo Dee) out will let you keep future clones. Joo Dee is the best to target when you see her, as she can also enter, or allow your other clones to enter, as Aang, a blink creature or a airbending creatures opening up your options to create loops. Eventually will hit a loop to allow you to pull out every creature in the deck out.\n\nMost common Loops:\n\n\t-Blinking: General double (panharmonicon, Preston, Starfield) to get multiple blink triggers. Guardian can create loop by itself while Icewind Stalwart and Restoration Angle needs the other due to their \"non-angle\" and \"non-warrior\" restrictions. With the doubler out, you use one trigger to blink Aang for another free creature pull and the other to blink either a clone or the blink creature. When they re-enter, they give you two additional blinks and can restart the loop. Preston will loop with just the Feldar's guardian. You need Preston out then either hit the guardian on Aang's trigger or blink him if he's out first. When the guardian comes back in, it will create a token copy of itself. Have the original target Aang (or lands if you need more mana, doesn't really matter as you'll be in the loop) and then then token's trigger can target the original guardian to continue the loop. Loops works the same if you have the restoration angle and icewind stalwart out targeting each other. \n\nSpecial note on Roaming Throne. If it is your only/first double and you don't have the guardian, it is best to have it enter as an ally or human to increase the Aang triggers. If you have the Feldar Guardian (and the mana/cards the then blink the guardian) or you have a lot of triggers stacked already, have it enter as a cat or beast. If it is a cat/beast it can start the infinite loop above with just itself and the guardian (which is a cat beast). If I have 4+ Aang triggers on the stack and Roaming Throne out then hit the guardian, I'll blink the Roaming Throne and change it to a cat/beast. Then hope I hit another clone/blink creature in the next 4+ triggers to get into the infinite loop. It will happen some times that you'll miss, but odds are greatly in your favor to hit a clone or blink creature in with that many triggers on the stack. If I don't have a lot of triggers built up, a way to blink the guardian if I miss then I'll keep the throne as the ally/human to ensure I can get more Aang triggers.\n\n\t-Airbending: You will need to reduce the spell casting cost for airbending to 0 (see below), then you can loop with Appa with Joo Dee/Spark Double , either of the other two aangs, or a blink creature. Without Appa, you'll need a doubler and then both \"other\" Aangs or one with Joo Dee/Spark Doubler or blink creature. As Appa can airbend any number of you creatures, and you can recast for free, just air bend the ones you need and have the last one that enters target Appa to restart. For example, Guardian is out with 3 clones that copied it. You hit on Appa. Appa airbends the guardian and 3 clones. You re-cast the guardian/clone targeting Aang until the last one. The last one comes in as the guardian and blink Appa instead of Aang, thus starting the loop over. The \"other Aangs\" loop works the same, but you have a limit on the original number of targets to airbend. Appa gives you more breathing room as you can typically airbend more targets to get around them countering any of your re-casts. If you're lucky, you've hit Voice of Victory so they can't cast any more spells on your turn! \n\nOnce you hit one of these loops, game over unless they have some removal to stop you. If you're lucky, you've hit Voice of Victory so they can't cast any more spells on your turn! \n\n WIN CONS:\n\n\t-Battle: Use the loop to earthbend your lands into massive creatures using Badgermole Cub or Haru, Hidden Talent. If needed, use Cloud of Faeries or Feldar Guardian (it can blink lands) to untap all your land (guardian can also be used to give infinite mana). You can even use Coiling Oracle to put out more lands if you happen to lose cloud of Faeries and Feldar Guardian. You can use Prestons ability to exile all non-land permeants as if you loop with him and Feldar Guardian, as they can create infinite mana and tokens. Or use the \"other\" two Aangs, to airbend them all. As earthbending gives the lands haste, you can swing for lethal damage even if you have to blink them to untap them or they just entered. \n\t\n- Thassa's Oracle: Thassa's Oracle is the other option. A couple of cards will return the creatures at your end step preventing a combat win until your next turn, but with Thassa's Oracle you just blink Elite Guardmage (draw) or Coiling Oracle (reveal, land to BF , non-land to hand) until your deck is below your devotion to blue and then blink/airbend Thassa's Oracle for the win.\n\nThassa's Oracle can also be used along with cream of the crop to help filter your Aang triggers. Both let you look at the top X cards and put one on top and the rest at the bottom. Use these to help make sure your Aang triggers hit what you want. Thassa's is more of a one time thing as you'll need to blink it to get more triggers. Cream of the Crop does need to be a lucky draw as you have to cast it before the loop to help. This does make it a dead card in most games.\n\nAnother way to help you get want you need to hit with Aang is Worldly Tutor. Just put whatever you want on top! Again though, this needs to be cast so most of the time will be a dead card.\n\nThere is a bit of redundancy incase your win-cons are removed as there is not much recursion. I was only running Thassa's until lost her to mill and then had no way to win directly from the loop. I could still put out all my creatures, but one board wipe and I was done. So I've include several options to make it harder to have your wincon removed.\n\nPreston is a power house, especially if you do get another doubler out. His token creation is a triggered ability, so you'll get two tokens, then those tokens' ETB will get doubled as well! For example, you have Preston and Panharmonicon out, and blink Aang. Aang will re-enter and get two triggers. Preston will trigger twice and create two more Aang tokens. The tokens will enter and give you 4 more Aang triggers. The tokens will then die (if no Joo Dee), but we don't care as we just want the 6 Aang triggers. That should be enough to find what you need to get in the loop. If you don't get the exact piece you need, you should get more Aang triggers allowing you to keep fishing until you do. If you had just starfield and panharmonicon out, when Aang is blinked, you will just get 3 more Aang triggers. Still good, but Preston is better! Plus Preston can start his only infinite loop with just the Feldar Guardian!\n\nThe air-bending may make this a little less focused, but I think it adds some fun. It is also a little weaker as you have to recast the creatures and they can be countered. Blinking can't be countered. Howver, it gives you another option to loop and for removal for a combat win. But obviously it takes up a lot of space (about 7-8 cards dedicated to it) that could be used for a lot more clones. The more clones you have in the deck, the more likely you are to hit them and continue getting Aang triggers. I originally built this deck with only the cards I had on hand and really liked the airbending mechanic (plus it keeps with the Avatar theme). There's a number of clone type creatures I don't own that would make this deck run smoother. I did finally purchase my first card for the deck, which was Preston. He gives another removal option, making the Airbending less critical as well. But the airbending still keeps the redundancy needed incase Preston is removed. \n\nI'm still evaluating Continue? and Brought Back. Brought back is great if I have it early with my fetch lands for ramp, but with only two (really need misty rainforest! and/or add other ones) plus evolving wilds, it is rare that i use it for that purpose. However, but can also be used to bring back clones that die to the legendary rule. Continue? can pull back 4 clones! but again, they still need to be sent to the GY that turn and you'll need the mana leftover to cast it. Most of the time though, I find I don't have the mana to cast them on the turns i get chains killing a bunch of clones, or I get out spark double or Joo Dee which allows me to keep them on the field. However, I think they can be useful in the right case, but they're on currently on the chopping block. \n\nOne thing to watch out for is that Aang will transform at your next upkeep if you a permeant left the battle field on your turn. This includes the clones that will die to the legendary rule. You will need to blink him to prevent this or revert him back if he did transform. One way around this if you have a blinking creature out, is to have the clone enter as one of them. All three are non-legendary and therefore the clones will stay. Plus once Aang is blinked he's a new object and not remember about anything that left prior to him re-entering.\n\nAnother Round is a fun card! If you have enough mana for it! It is a way to get multiple Aang triggers from just one card. Just remember, if you mostly have clones out, to leave at least one (or Aang) for the other clones to copy . If you blink them all at once with Aang, they won't be able to see there other blinked creatures in order to come in has them. All of the rounds happen as the spell resolves, so there is no state based actions checked in-between rounds. This also means none of the triggers resolve in-between rounds either. So if X is 2, you get three rounds of blinks. Lets say you have Aang, Feldar Guardian and three clones as the guardian in play. Blinking the guardian will only get you one blink. As all triggers go on the stack at once, they all will target the same object. Once resolved, it will be a new object and the rest of the triggers will fizzle. But, as SBA's aren't checked, you can blink the three clones in rounds 1 and 2 and have them enter as Aang. This will give you 6 Aang triggers! In round three you can make the choice of have them re-enter as Aang and then die (as SBA's WILL be checked after this round), but giving you 3 more triggers, or you can blink them and Aang this time, to get 1 Aang trigger then the rest come back in as Feldar keeping them alive. You can then use one trigger (rest will fizzle) to blink Aang again for an 8th trigger. Or any combo in-between 0-3 Aang for your clones. If there is something else you want to copy, you could have them even come back as something else each time as well. The rounds don't target, you so you can pick whatever you want each round! Just all rounds need to be completed before any of the ETB will resolve.\n\nI play in a pod that is typically games of 4-5 people (including me) and when they break out their Bracket 5 decks, i use this one. I've only won about 1 out of 7 so far, but I'm typically pretty close. Just tough without the turbo mana cards to keep up with those kind decks. So the deck is strong, especially is your pod isn't winning on turns 2 or 3. If you can make it to T4-5 You'll have a good shot at winning!\n\n\n"}]}




















































































