magicmcgathering
522 views3 months ago
Pauper EDH
Size: 100Salt sum: 24.84
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Commander
Rydia, Summoner of Mist
Landfall — Whenever a land you control enters, you may discard a card. If you do, draw a card.
Summon — , : Return target Saga card with mana value X from your graveyard to the battlefield with a finality counter on it. It gains haste until end of turn. Activate only as a sorcery.
Summon — , : Return target Saga card with mana value X from your graveyard to the battlefield with a finality counter on it. It gains haste until end of turn. Activate only as a sorcery.
Legendary Creature - Human Shaman

Commander
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Artifact
Artifact
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Creature
Creature
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Enchantment
Khalni Heart Expedition
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment.
Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment

Summon: Fat Chocobo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn."
II, III, IV — Kerplunk — Creatures you control gain trample until end of turn.
I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn."
II, III, IV — Kerplunk — Creatures you control gain trample until end of turn.
Creature Enchantment - Saga Bird

Tales of Master Seshiro
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Put a +1/+1 counter on target creature or Vehicle you control. It gains vigilance until end of turn.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I, II — Put a +1/+1 counter on target creature or Vehicle you control. It gains vigilance until end of turn.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


The Shattered States Era
(As this Saga enters and after your draw step, add a lore counter.)
I — Gain control of target creature until end of turn. Untap it. It gains haste until end of turn.
II — Creatures you control get +1/+0 until end of turn.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Gain control of target creature until end of turn. Untap it. It gains haste until end of turn.
II — Creatures you control get +1/+0 until end of turn.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Enchantment
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Instant
Instant
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Land
Land
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Sorcery
Call the Mountain Chocobo
Search your library for a Mountain card, reveal it, put it into your hand, then shuffle. Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn."
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

Chocobo Kick
Kicker—Return a land you control to its owner's hand. (You may return a land you control to its owner's hand in addition to any other costs as you cast this spell.)
Target creature you control deals damage equal to its power to target creature an opponent controls. If this spell was kicked, the creature you control deals twice that much damage instead.
Target creature you control deals damage equal to its power to target creature an opponent controls. If this spell was kicked, the creature you control deals twice that much damage instead.
Sorcery

Far Wanderings
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Threshold — If there are seven or more cards in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Threshold — If there are seven or more cards in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Sorcery

Sorcery
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Still tweaking this deck's speed. Not sure how much we can do right now with Rydia in the command zone with limited saga options in pauper. She is going to be outclassed by many other commander options so at this point I am just trying to make her fast and fun ("},{"attributes":{"color":"#888888"},"insert":"..."},{"attributes":{"color":"#888888","italic":true},"insert":"if you like shuffling your commander deck"},{"attributes":{"color":"#888888"},"insert":"..."},{"insert":")\n\n"},{"attributes":{"bold":true},"insert":"Early Game Strategy"},{"insert":"\n"},{"attributes":{"color":"#9933ff","bold":true},"insert":{"card-link":"Rydia, Summoner of Mist"}},{"attributes":{"color":"#9933ff","bold":true},"insert":" "},{"insert":"is going to come out on to the board quickly, ideally on turn 2, and that's a good thing because we are depending on her landfall ability to help us out. From Turn 3 and onwards, your goal is to do what green does best, ramp and put increasingly larger creatures on the board sooner than their turns should permit. You are going to have a lot of lands that sacrifice and tutor for basic lands, which should invoke your landfall triggers at least twice each turn. This means you will be discarding. A lot. You want to prioritize discarding:\n\n"},{"attributes":{"bold":true},"insert":"Sagas"},{"insert":" because you can cast them later from the graveyard with Rydia's ability"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cards with "},{"attributes":{"bold":true},"insert":"Madness"},{"insert":" when you can immediately cast them from exile. This is a good way to get red effects and creatures out faster."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cards with "},{"attributes":{"bold":true},"insert":"Flashback"},{"insert":" because you can cast them later from the graveyard, as needed."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Basic Lands"},{"insert":" because mana should not be a problem given the amount of ramp and land tutors. Worst case scenario there are a few cards that can bring lands back from the graveyard."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Mid Game Strategy"},{"insert":"\nThere are a couple permanents that take advantage of "},{"attributes":{"italic":true},"insert":"landfall"},{"insert":" and synergize with our turn cadence (e.g., "},{"insert":{"card-link":"Spitfire Lagac"}},{"insert":", "},{"insert":{"card-link":"Elfsworn Giant"}},{"insert":"). Try to get them on the board to help chip in and become bigger threat targets than "},{"attributes":{"italic":true},"insert":"Rydia"},{"insert":". Your goal in the mid game is to disrupt the tempo of your opponent with frequent use of removal options. Do your best to keep control of tempo until you have some finishers in hand and enough mana on the board to take care of business.\n\n"},{"attributes":{"bold":true},"insert":"End Game Strategy"},{"insert":"\nYou have a couple options here. If you were lucky with your "},{"attributes":{"italic":true},"insert":"ramp"},{"insert":", you should have enough land on the board by turns 8-10 to do some serious damage with "},{"insert":{"card-link":"Fireball"}},{"insert":" or "},{"insert":{"card-link":"Rolling Thunder"}},{"insert":". You may have to use them along the way to clear out some opponent threats, which is fine. "},{"insert":{"card-link":"Crash of Rhino Beetles"}},{"insert":" will be at full power by now and you should have enough mana to throw "},{"insert":{"card-link":"Haste Magic"}},{"insert":" on it with some protection from "},{"insert":{"card-link":"Snake Umbra"}},{"insert":". Voltron that sucker and you should only need two turns of attacking with it to end things for an opponent. The rest is up to you. Good luck.\n"}]}




































































