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Commander
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Theorycraftmtg

1.3k views27 days ago
Commander
Size: 100Salt sum: 61

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{"ops":[{"insert":"ORVAR, THE ALL-FORM"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Everything Is a Copy of Something"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"TheorycraftMTG | Commander Deck Primer | Mono-Blue Spellslinger & Combo"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Why play one copy of your best permanent when you can make as many as you want?"},{"insert":"\nIntroduction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Welcome to my "},{"attributes":{"bold":true},"insert":"Orvar, the All-Form"},{"insert":" Commander deck!\nThis is a mono-blue spellslinger deck built around one of the most unusual commanders in Magic: The Gathering.\nMost spellslinger decks reward us for casting instants and sorceries by drawing cards, creating tokens, or dealing damage.\nOrvar takes that idea in a completely different direction.\nInstead of simply rewarding us for casting spells, Orvar lets us turn inexpensive spells into copies of our own permanents.\nA one-mana spell can become another land.\nA simple targeting effect can become another Mulldrifter.\nAnd with the right combination of cards, we can generate infinite mana, infinite creatures, or enough resources to win the game outright.\nThe best part is that many of the spells we're using aren't particularly powerful on their own.\nWe're turning cards that might normally be overlooked into the engines that power our entire strategy.\n"},{"attributes":{"bold":true},"insert":"The goal is simple: target our permanents, copy our permanents, and eventually overwhelm the table with value."},{"insert":"\n\n1. Meet the Commander"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Orvar, the All-Form"},{"insert":" is a four-mana legendary Shapeshifter with changeling.\nIts primary ability reads:\nWhenever we cast an instant or sorcery spell, if that spell targets one or more other permanents we control, we create a token that's a copy of one of those permanents.\nThere are a few important things to understand.\nFirst, Orvar triggers when we "},{"attributes":{"bold":true},"insert":"cast"},{"insert":" the spell, not when it resolves.\nSecond, the spell must target another permanent we control. Targeting Orvar itself doesn't satisfy the ability.\nThird, Orvar creates a token copy of the chosen permanent, meaning the token can copy lands, artifacts, creatures, enchantments, and other eligible permanents.\nThis gives us tremendous flexibility.\nWe can copy lands to accelerate our mana.\nWe can copy creatures to generate enter-the-battlefield triggers.\nWe can copy mana rocks to increase our available resources.\nAnd we can copy powerful permanents to create an overwhelming battlefield.\nOrvar also has a second ability that creates a token copy of itself if an opponent's spell or ability causes us to discard it.\nThat ability is useful occasionally, but our deck is primarily built around its first ability.\n\n2. Early Game — Build the Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our early turns are about establishing mana, finding inexpensive spells, and preparing to cast Orvar.\nMana Acceleration"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our acceleration package includes:\nSol Ring"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arcane Signet"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mind Stone"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sapphire Medallion"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Gilded Lotus"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"High Tide"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sol Ring and Arcane Signet help us develop mana quickly.\nSapphire Medallion reduces the cost of our blue spells, allowing us to cast more spells during a single turn.\nGilded Lotus becomes particularly interesting once Orvar is on the battlefield because copying it gives us another artifact capable of producing three mana.\nHigh Tide is one of our most important explosive mana spells.\nIt makes Islands produce additional blue mana for the remainder of the turn.\nBecause we're playing 28 basic Islands alongside other blue mana sources, High Tide can generate enormous amounts of mana.\nEarly Card Selection"},{"attributes":{"header":3},"insert":"\n"},{"insert":"We also have efficient card selection and draw through:\nOpt"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Gitaxian Probe"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mystic Remora"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Faerie Seer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Augur of Bolas"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Archmage Emeritus"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These cards help us find the right combination of mana, targeting spells, and payoff creatures.\nOur goal isn't necessarily to cast Orvar as quickly as possible.\nIdeally, we want to cast Orvar when we can immediately follow it with a spell that targets one of our permanents.\nThat way, even if Orvar is removed, we've already generated some value.\n\n3. Targeting Spells — The Heart of the Deck"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is what makes Orvar different from almost every other commander.\nMany of our most important cards are inexpensive spells that target our own permanents.\nOne-Mana Targeting Effects"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our package includes:\nWhim of Volrath"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mind Games"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Dream's Grip"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Twisted Image"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Shadow Rift"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Slip Through Space"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thermal Flux"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Clockspinning"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tidal Bore"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These spells may look underwhelming individually, but with Orvar on the battlefield, they become permanent-copy effects.\nFor example, casting Twisted Image targeting one of our creatures triggers Orvar.\nWe create a token copy of that creature, then Twisted Image resolves and draws us a card.\nShadow Rift works similarly, allowing us to copy a creature while drawing a card and giving the targeted creature shadow.\nDream's Grip can target a permanent to tap or untap it, triggering Orvar and creating a copy.\nWhim of Volrath and Mind Games are especially valuable because they have buyback.\nWhy Buyback Matters"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Buyback allows us to pay an additional cost when casting a spell.\nIf we do, the spell returns to our hand as it resolves instead of going to the graveyard.\nThis gives us a repeatable way to trigger Orvar.\nWith sufficient mana, we can cast the same targeting spell repeatedly, creating additional permanent copies every time.\nAnd if we're copying mana-producing permanents, we can eventually generate more mana than we're spending.\n"},{"attributes":{"bold":true},"insert":"That's when the deck stops being a value engine and starts becoming a combo deck."},{"insert":"\n\n4. Copying Lands — The Mana Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"One of the strongest things Orvar can do is copy lands.\nBecause Orvar creates token copies of permanents, we aren't restricted to creatures.\nOur lands are some of the most valuable copy targets in the deck.\nIslands"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Even copying a basic Island can be worthwhile.\nEvery additional Island increases our available mana.\nIt also improves the effectiveness of High Tide.\nIf we repeatedly copy Islands, our mana production can grow dramatically.\nMystic Sanctuary"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mystic Sanctuary is one of our most interesting lands.\nWhen it enters the battlefield untapped, provided we control three or more other Islands, we can return a target instant or sorcery card from our graveyard to the top of our library.\nOrvar can create token copies of Mystic Sanctuary.\nIf those copies enter untapped and meet the Island requirement, they can provide additional opportunities to recover spells from our graveyard.\nOther Utility Lands"},{"attributes":{"header":3},"insert":"\n"},{"insert":"We also run:\nCephalid Coliseum"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Halimar Depths"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Reliquary Tower"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Riptide Laboratory"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Swarmyard"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Temple of the False God"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tolaria West"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These provide utility beyond basic mana production.\nCopying a useful land can sometimes be more valuable than copying a creature.\nThe important lesson is that "},{"attributes":{"bold":true},"insert":"Orvar doesn't need an expensive creature to generate value. Sometimes the best permanent to copy is simply a land."},{"insert":"\n\n5. Enter-the-Battlefield Creatures — Value Through Copies"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our deck includes several creatures that become significantly more powerful when we create token copies of them.\nMulldrifter — Card Advantage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mulldrifter draws two cards when it enters the battlefield.\nIf we target Mulldrifter with a spell while Orvar is on the battlefield, we create a token copy.\nThat token enters and draws two cards.\nEvery additional targeting spell can generate another Mulldrifter and another two cards.\nWith a repeatable buyback spell and sufficient mana, this can become a tremendous card-draw engine.\nAether Channeler — Flexible Value"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Aether Channeler offers three choices when it enters:\nCreate a 1/1 flying Bird token."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Return another target nonland permanent to its owner's hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Draw a card."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Copying Aether Channeler gives us additional opportunities to choose whichever effect is most useful.\nThis can provide card advantage, board control, or additional creatures.\nPeregrine Drake — Mana Generation"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Peregrine Drake is one of the most important combo creatures in the deck.\nWhen it enters the battlefield, we untap up to five lands.\nWith Orvar on the battlefield, targeting Peregrine Drake creates another Drake token.\nThat token enters and untaps up to five lands.\nIf those lands produce more mana than we spend on the targeting spell, we can generate additional mana.\nWhen combined with repeatable targeting effects, this can create an infinite-mana engine.\nCloud of Faeries — Early Mana Efficiency"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cloud of Faeries untaps up to two lands when it enters.\nCopying it can provide additional mana while creating more creatures.\nAlthough it doesn't generate as much mana as Peregrine Drake, its low mana cost makes it easier to deploy early.\n\n6. The Infinite Mana Engines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Orvar is capable of assembling several powerful combos.\nThe most important ones involve repeatedly casting spells that target our permanents while generating enough mana to cover their costs.\nCombo 1 — Orvar + Peregrine Drake + Whim of Volrath"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Required pieces:"},{"insert":"\nOrvar, the All-Form"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Peregrine Drake"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Whim of Volrath"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lands capable of producing sufficient mana"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"How it works:"},{"insert":"\nHave Orvar and Peregrine Drake on the battlefield."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast Whim of Volrath targeting Peregrine Drake, paying its buyback cost."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Orvar triggers and creates a token copy of Peregrine Drake."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The new Drake enters and untaps up to five lands."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Whim of Volrath resolves and returns to our hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use the untapped lands to cast Whim of Volrath again."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If the lands produce more mana than the total cost of Whim of Volrath with buyback, we generate net mana with each repetition.\nThis gives us arbitrarily large amounts of mana, as well as arbitrarily many Peregrine Drake tokens.\nCombo 2 — Orvar + Peregrine Drake + Mind Games"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mind Games provides another repeatable targeting effect through buyback.\nWe can use the same general strategy:\nCast Mind Games targeting Peregrine Drake."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Pay its buyback cost."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Create a Drake token through Orvar."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Untap lands with the new Drake."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Return Mind Games to our hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat while generating enough mana to sustain the loop."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Once our mana production exceeds the cost of repeating the spell, we can generate arbitrarily large amounts of mana.\nCombo 3 — Orvar + High Tide + Repeatable Targeting"},{"attributes":{"header":3},"insert":"\n"},{"insert":"High Tide increases the amount of blue mana our Islands produce.\nThis can make our repeatable targeting engines significantly more efficient.\nWith enough Islands, High Tide can allow a buyback spell to generate more mana through copied Peregrine Drakes than we're spending.\nThis can turn a previously inefficient interaction into a winning combo.\n\n7. Isochron Scepter and Dramatic Reversal"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our deck also includes the classic combination of Isochron Scepter and Dramatic Reversal.\nIsochron Scepter"},{"attributes":{"header":3},"insert":"\n"},{"insert":"When Isochron Scepter enters the battlefield, we can imprint an instant card with mana value two or less from our hand.\nWe can then pay two mana and tap Isochron Scepter to copy that card and cast the copy.\nDramatic Reversal"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Dramatic Reversal untaps all nonland permanents we control.\nIf we imprint Dramatic Reversal onto Isochron Scepter, we can repeatedly untap our mana rocks and other nonland permanents.\nIf those permanents produce more than two mana combined, we can generate arbitrarily large amounts of mana.\nThis combo doesn't require Orvar.\nHowever, it provides the mana needed to support our other engines and can help us assemble a winning turn.\nOne important detail is that copying Dramatic Reversal with Isochron Scepter does not trigger Orvar unless the copied spell targets a permanent we control.\nDramatic Reversal doesn't target anything, so it doesn't trigger Orvar.\n\n8. Vesuvan Duplimancy — Another Copy Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Vesuvan Duplimancy gives us another way to create token copies of our creatures.\nWhenever we cast a spell that targets only a single artifact or creature we control, Vesuvan Duplimancy creates a token copy of that permanent, except the token isn't legendary.\nThis works extremely well with many of our inexpensive targeting spells.\nIf we control both Orvar and Vesuvan Duplimancy, a spell targeting one of our creatures can potentially create two copies.\nOne from Orvar and one from Vesuvan Duplimancy.\nThis can double the value of our targeting spells.\nWith Mulldrifter, that means additional card draw.\nWith Aether Channeler, it means more utility.\nWith Peregrine Drake, it means more land untapping.\nVesuvan Duplimancy is one of our strongest ways to generate value without relying entirely on Orvar.\n\n9. Hullbreaker Horror — Controlling the Battlefield"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Hullbreaker Horror is one of our most powerful late-game threats.\nWhenever we cast a spell, we can choose to return a spell we don't control or a nonland permanent to its owner's hand.\nWith a deck full of inexpensive spells, Hullbreaker Horror can repeatedly disrupt our opponents.\nIt also has flash and can't be countered.\nIf we generate arbitrarily large amounts of mana, Hullbreaker Horror can help us repeatedly cast spells and bounce opposing nonland permanents.\nThis can clear the way for our creatures and leave opponents struggling to rebuild.\nHullbreaker Horror also works well alongside our mana rocks and spell-based engines.\n\n10. Winning the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our deck has several ways to convert its engines into a win.\nWin Condition 1 — Laboratory Maniac"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Laboratory Maniac allows us to win the game if we would draw a card while our library is empty.\nOur deck has several ways to draw large numbers of cards.\nMulldrifter copies, Archmage Emeritus, Mystic Remora, and other card-draw effects can help us work through our library.\nOnce Laboratory Maniac is on the battlefield and our library is empty, drawing a card wins the game.\nHowever, we need to protect Laboratory Maniac from removal before the draw resolves.\nWin Condition 2 — Brain Freeze"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Brain Freeze has storm, meaning it creates a copy for each spell cast before it during the current turn.\nWith a repeatable spellcasting engine, we can build an arbitrarily large storm count.\nWe can then cast Brain Freeze targeting our opponents to mill their libraries.\nThis doesn't immediately win the game by itself, but it can leave opponents without libraries and force them to lose when they next attempt to draw cards.\nWin Condition 3 — Infinite Creature Copies"},{"attributes":{"header":3},"insert":"\n"},{"insert":"With Orvar, Peregrine Drake, and a repeatable targeting spell, we can potentially create arbitrarily many Peregrine Drake tokens.\nThese creatures can win through combat if we can survive to attack with them.\nWe can also use additional turns or combat opportunities to convert a massive battlefield into lethal damage.\nWin Condition 4 — Overwhelming Permanent Advantage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sometimes we don't need an infinite combo.\nRepeatedly copying Mulldrifter, Aether Channeler, Gilded Lotus, or other valuable permanents can generate enough resources to take over the game.\nWith enough mana and card advantage, we can eventually overwhelm opponents through superior resources and interaction.\n\n11. Interaction and Protection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"As a mono-blue deck, we have access to excellent countermagic and tempo spells.\nCountermagic"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our counterspell package includes:\nCounterspell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arcane Denial"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An Offer You Can't Refuse"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Daze"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flash Counter"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Commandeer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Stifle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These help protect Orvar, stop opposing win conditions, and prevent removal from disrupting our engines.\nBounce and Tempo"},{"attributes":{"header":3},"insert":"\n"},{"insert":"We also run:\nCyclonic Rift"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Boomerang"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Into the Flood Maw"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Snap"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Venser, Shaper Savant"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Silent Departure"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Gigadrowse"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These provide ways to interact with opposing permanents and buy time.\nCyclonic Rift is especially powerful when overloaded, allowing us to return opponents' nonland permanents to their hands.\nSnap is particularly interesting because it can return a creature to its owner's hand while untapping up to two lands.\nThese tempo spells allow us to control the game while developing our own resources.\n\n12. Tutors and Consistency"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Because our deck relies on assembling specific combinations of cards, tutors play an important role.\nOur tutor package includes:\nMystical Tutor"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Merchant Scroll"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Solve the Equation"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Spellseeker"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Micromancer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Gifts Ungiven"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tolaria West"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mystical Tutor can find an important instant or sorcery.\nMerchant Scroll searches for a blue instant.\nSolve the Equation finds an instant or sorcery.\nSpellseeker and Micromancer can find inexpensive spells that help enable our Orvar engines.\nGifts Ungiven can assemble packages of important cards, although the cards chosen by opponents may end up in our graveyard.\nTolaria West can transmute to find a card with mana value zero, including certain lands.\nThese cards make the deck more consistent and help us find the appropriate interaction or combo piece.\n\n13. Mulligan Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our ideal opening hand contains:\nTwo or three lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A mana rock or cost-reduction effect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An inexpensive targeting spell."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A card-draw or selection effect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A useful creature or tutor."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"For example, a hand containing three Islands, Sol Ring, Whim of Volrath, Mulldrifter, and Merchant Scroll provides a solid foundation.\nWe have mana acceleration, a repeatable targeting spell, a valuable creature to copy, and a tutor.\nHands to Avoid"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Avoid hands with too many expensive creatures and not enough mana.\nAlso avoid hands containing several targeting spells but no way to generate value from them.\nA hand full of interaction can keep us alive, but we still need a plan to advance our battlefield.\nThe most important question when evaluating an opening hand is:\n"},{"attributes":{"bold":true},"insert":"Can this hand establish Orvar and start generating value within the first several turns?"},{"insert":"\n\n14. Advanced Piloting Tips"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Don't Cast Orvar Without a Plan"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Orvar is a four-mana commander that can attract removal.\nIdeally, we want to cast it when we have enough mana to follow up with a targeting spell.\nCopy Lands Early"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Copying a land might not look exciting, but it helps us develop the mana required for our more powerful turns.\nPrioritize Repeatable Spells"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Whim of Volrath and Mind Games are particularly valuable because buyback allows us to cast them repeatedly.\nUnderstand the Stack"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Orvar's ability triggers when we cast a qualifying spell.\nThe copy token is created when that trigger resolves, usually before the original spell resolves.\nEven if the original spell is countered, Orvar's triggered ability can still resolve if its own requirements remain satisfied.\nProtect Our Combo Pieces"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Peregrine Drake, Orvar, Isochron Scepter, and Laboratory Maniac can all be important to our win conditions.\nWe should try to hold interaction when we're preparing to commit to a winning turn.\nKnow When to Combo"},{"attributes":{"header":3},"insert":"\n"},{"insert":"We don't always need to assemble an infinite combo immediately.\nSometimes it's better to develop mana, draw cards, and wait until we can protect our winning turn.\n\n15. Strengths and Weaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Strengths"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Extremely powerful permanent-copying engine."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Multiple infinite-mana combinations."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Excellent card advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong countermagic and interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can copy lands, creatures, and artifacts."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Multiple win conditions."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rewards creative sequencing and deck knowledge."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Weaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Relies heavily on Orvar for its primary strategy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can be vulnerable to repeated commander removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Requires specific combinations of cards for its strongest plays."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Some targeting spells are weak without Orvar."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can struggle against effects that restrict spellcasting."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Requires careful stack management and combo sequencing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is a deck that rewards patience and a strong understanding of Magic's rules.\n\n16. Bracket and Rule Zero"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I would describe this as a "},{"attributes":{"bold":true},"insert":"high-powered, combo-oriented Commander deck"},{"insert":", with its formal bracket classification dependent on the current Commander bracket criteria.\nUnlike a casual value-based Orvar build, this list contains several ways to generate arbitrarily large amounts of mana and assemble deterministic winning positions.\nIt also runs powerful tutors, efficient interaction, and established combo pieces.\nBefore playing, I would explain it to the table like this:\n"},{"attributes":{"italic":true},"insert":"\"This is a mono-blue Orvar deck focused on copying permanents with cheap targeting spells. It can generate infinite mana and creature copies through Peregrine Drake and buyback effects, and it has win conditions like Laboratory Maniac and Brain Freeze. It's a combo deck with a strong interaction package.\""},{"insert":"\nThat gives the table an accurate idea of what to expect.\n\n17. Final Thoughts — Everything Is a Copy of Something"},{"attributes":{"header":2},"insert":"\n"},{"insert":"What I love about Orvar is how it completely changes the way we evaluate cards.\nA spell that simply taps a permanent can become a copy effect.\nA spell that changes a creature's power and toughness can become a card-advantage engine.\nAnd a creature that untaps lands can suddenly become the centerpiece of an infinite-mana combo.\nWe're taking ordinary blue spells and turning them into extraordinary engines.\nSome games, we'll slowly build an advantage by copying Islands and mana rocks.\nOther games, we'll draw enormous numbers of cards with Mulldrifter.\nAnd sometimes, we'll assemble Peregrine Drake and a buyback spell and generate more mana and creatures than we could ever reasonably need.\nThe best part is that Orvar rewards creativity.\nWe're not just asking whether a spell is powerful.\nWe're asking what happens when that spell creates another copy of our best permanent.\nAnd once we start thinking that way, the possibilities become almost endless.\n"},{"attributes":{"bold":true},"insert":"Why settle for one when you can have everything?"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"— TheorycraftMTG"},{"insert":"\n"}]}
Orvar, the All-Form
Changeling
Whenever you cast an instant or sorcery spell, if it targets one or more other permanents you control, create a token that's a copy of one of those permanents.
When a spell or ability an opponent controls causes you to discard this card, create a token that's a copy of target permanent.
Legendary Creature - Shapeshifter
Orvar, the All-Form (sld) 1683

Commander

(Ctrl to add secondary)
Shrieking Drake
Flying
When this creature enters, return a creature you control to its owner's hand.
Creature - Drake
Shrieking Drake (vis) 43

Bounce

(Ctrl to add secondary)
Gigadrowse
Replicate
(When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Tap target permanent.
Instant
Gigadrowse (gpt) 26
Isochron Scepter
Imprint — When this artifact enters, you may exile an instant card with mana value 2 or less from your hand.
,
: You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
Artifact
Isochron Scepter (mrd) 188
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.)
Legendary Creature - Human Rogue
Sakashima of a Thousand Faces (cmr) 89
Vesuvan Duplimancy
Whenever you cast a spell that targets only a single artifact or creature you control, create a token that's a copy of that artifact or creature, except it's not legendary.
Enchantment
Vesuvan Duplimancy (dmu) 73
Whim of Volrath
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")
Instant
Whim of Volrath (tmp) 102

Copy

(Ctrl to add secondary)
Commandeer
You may exile two blue cards from your hand rather than pay this spell's mana cost.
Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent enters under your control.)
Instant
Commandeer (otp) 9
Daze
You may return an Island you control to its owner's hand rather than pay this spell's mana cost.
Counter target spell unless its controller pays
.
Instant
Daze (nem) 30
Flash Counter
Counter target instant spell.
Instant
Flash Counter (leg) 56

Counters

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Aether Channeler
When this creature enters, choose one —
• Create a 1/1 white Bird creature token with flying.
• Return another target nonland permanent to its owner's hand.
• Draw a card.
Creature - Human Wizard
Aether Channeler (dmu) 42
Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (stx) 37
Archmage of Runes
Instant and sorcery spells you cast cost
less to cast.
Whenever you cast an instant or sorcery spell, draw a card.
Creature - Wizard Giant
Archmage of Runes (fdn) 304
Augur of Bolas
When this creature enters, look at the top three cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Creature - Wizard Merfolk
Augur of Bolas (pwar) 41
Enervate
Tap target artifact, creature, or land.
Draw a card at the beginning of the next turn's upkeep.
Instant
Enervate (ice) 67
Gitaxian Probe
(
can be paid with either
or 2 life.)
Look at target player's hand.
Draw a card.
Sorcery
Gitaxian Probe (plst) NPH-35
Leap
Target creature gains flying until end of turn.
Draw a card.
Instant
Leap (plst) STH-35
Mental Modulation
This spell costs
less to cast during your turn.
Tap target artifact or creature.
Draw a card.
Instant
Mental Modulation (eoe) 67
Mulldrifter
Flying
When this creature enters, draw two cards.
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental
Mulldrifter (mkc) 111
Mystic Remora
Cumulative upkeep
(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
Enchantment
Mystic Remora (ice) 87
Opt
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
Instant
Opt (inv) 64
Thermal Flux
Choose one —
• Target nonsnow permanent becomes snow until end of turn.
• Target snow permanent isn't snow until end of turn.
Draw a card at the beginning of the next turn's upkeep.
Instant
Thermal Flux (csp) 49
Twisted Image
Switch target creature's power and toughness until end of turn.
Draw a card.
Instant
Twisted Image (plst) SOM-50

Draw

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Faerie Seer
Flying
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature - Wizard Faerie
Faerie Seer (h1r) 8
Shadow Rift
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
Draw a card.
Instant
Shadow Rift (plst) TMP-86
Slip Through Space
Devoid (This card has no color.)
Target creature can't be blocked this turn.
Draw a card.
Sorcery
Slip Through Space (plst) OGW-47

Evasion

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Laboratory Maniac
If you would draw a card while your library has no cards in it, you win the game instead.
Creature - Human Wizard
Laboratory Maniac (tsr) 309

Finisher

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Cephalid Coliseum
: Add
. This land deals 1 damage to you.
Threshold —
,
, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if there are seven or more cards in your graveyard.
Land
Cephalid Coliseum (mh3) 300
Halimar Depths
This land enters tapped.
When this land enters, look at the top three cards of your library, then put them back in any order.
: Add
.
Land
Halimar Depths (wwk) 137
Island
(
: Add
.)
Basic Land - Island
Island (ecl) 270
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (eld) 247
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (plg20) 1
Riptide Laboratory
: Add
.
,
: Return target Wizard you control to its owner's hand.
Land
Riptide Laboratory (mh2) 303
Swarmyard
: Add
.
: Regenerate target Insect, Rat, Spider, or Squirrel. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Land
Swarmyard (eos) 42
Temple of the False God
: Add
. Activate only if you control five or more lands.
Land
Temple of the False God (scg) 143
Tolaria West
This land enters tapped.
: Add
.
Transmute
(
, Discard this card: Search your library for a card with mana value 0, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Land
Tolaria West (plst) FUT-173

Land

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Brain Freeze
Target player mills three cards.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Instant
Brain Freeze (plst) SCG-29

Mill

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Clockspinning
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.
Instant
Clockspinning (tsp) 53

Proliferate

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March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs
less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant
March of Swirling Mist (neo) 447
Reality Ripple
Target artifact, creature, or land phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
Instant
Reality Ripple (mir) 87

Protection

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (ltc) 273
Baral, Chief of Compliance
Instant and sorcery spells you cast cost
less to cast.
Whenever a spell or ability you control counters a spell, you may draw a card. If you do, discard a card.
Legendary Creature - Human Wizard
Baral, Chief of Compliance (sld) 2168
Cloud of Faeries
Flying
When this creature enters, untap up to two lands.
Cycling
(
, Discard this card: Draw a card.)
Creature - Faerie
Cloud of Faeries (ulg) 29
Gilded Lotus
: Add three mana of any one color.
Artifact
Gilded Lotus (brr) 17
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.)
Sorcery
Hidden Strings (dgm) 12
High Tide
Until end of turn, whenever a player taps an Island for mana, that player adds an additional
.
Instant
High Tide (fem) 18c
Mind Games
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Tap target artifact, creature, or land.
Instant
Mind Games (sth) 38
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (brc) 148
Peregrine Drake
Flying
When this creature enters, untap up to five lands.
Creature - Drake
Peregrine Drake (dmr) 292
Sapphire Medallion
Blue spells you cast cost
less to cast.
Artifact
Sapphire Medallion (plst) TMP-306
Sol Ring
: Add
.
Artifact
Sol Ring (scd) 276

Ramp

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Snapcaster Mage
Flash
When this creature enters, 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.)
Creature - Human Wizard
Snapcaster Mage (inr) 478

Recursion

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An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fdn) 160
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (all) 22a
Boomerang
Return target permanent to its owner's hand.
Instant
Boomerang (mir) 56
Counterspell
Counter target spell.
Instant
Counterspell (mmq) 69
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (sld) 1869
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Creature - Horror Kraken
Hullbreaker Horror (inr) 357
Into the Flood Maw
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant
Into the Flood Maw (pw26) 8
Silent Departure
Return target creature to its owner's hand.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Silent Departure (inr) 367
Snap
Return target creature to its owner's hand. Untap up to two lands.
Instant
Snap (ulg) 43
Stifle
Counter target activated or triggered ability. (Mana abilities can't be targeted.)
Instant
Stifle (scg) 52
Venser, Shaper Savant
Flash (You may cast this spell any time you could cast an instant.)
When Venser enters, return target spell or permanent to its owner's hand.
Legendary Creature - Human Wizard
Venser, Shaper Savant (2x2) 435

Removal

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Gifts Ungiven
Search your library for up to four cards with different names and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.
Instant
Gifts Ungiven (2x2) 51
Merchant Scroll
Search your library for a blue instant card, reveal that card, put it into your hand, then shuffle.
Sorcery
Merchant Scroll (hml) 33
Micromancer
When this creature enters, you may search your library for an instant or sorcery card with mana value 1, reveal it, put it into your hand, then shuffle.
Creature - Human Wizard
Micromancer (dmu) 57
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (dmr) 289
Solve the Equation
Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
Sorcery
Solve the Equation (stx) 54
Spellseeker
When this creature enters, you may search your library for an instant or sorcery card with mana value 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Wizard
Spellseeker (cmm) 635

Tutor

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Dramatic Reversal
Untap all nonland permanents you control.
Instant
Dramatic Reversal (p30a) 24
Dream's Grip
Choose one —
• Tap target permanent.
• Untap target permanent.
Entwine
(Choose both if you pay the entwine cost.)
Instant
Dream's Grip (mrd) 34
Tidal Bore
You may return an Island you control to its owner's hand rather than pay this spell's mana cost.
You may tap or untap target creature.
Instant
Tidal Bore (mmq) 109
Twitch
You may tap or untap target artifact, creature, or land.
Draw a card.
Instant
Twitch (tmp) 99

Untap

(Ctrl to add secondary)
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (cmm) 489
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 436
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (leg) 65
Mana Vault
This artifact doesn't untap during your untap step.
At the beginning of your upkeep, you may pay
. If you do, untap this artifact.
At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you.
: Add
.
Artifact
Mana Vault (ced) 260
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 438
Muddle the Mixture
Counter target instant or sorcery spell.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Muddle the Mixture (rvr) 315
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 224
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (plc) 44
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (pcy) 45
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 439
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
Spark Double (plst) WAR-68
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (c16) 98
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
Thassa's Oracle (pthb) 73s

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 3 cards
65 pips - 58 cards
37 mana - 35 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
8 mana - 6 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"ORVAR, THE ALL-FORM"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Everything Is a Copy of Something"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"TheorycraftMTG | Commander Deck Primer | Mono-Blue Spellslinger & Combo"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Why play one copy of your best permanent when you can make as many as you want?"},{"insert":"\nIntroduction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Welcome to my "},{"attributes":{"bold":true},"insert":"Orvar, the All-Form"},{"insert":" Commander deck!\nThis is a mono-blue spellslinger deck built around one of the most unusual commanders in Magic: The Gathering.\nMost spellslinger decks reward us for casting instants and sorceries by drawing cards, creating tokens, or dealing damage.\nOrvar takes that idea in a completely different direction.\nInstead of simply rewarding us for casting spells, Orvar lets us turn inexpensive spells into copies of our own permanents.\nA one-mana spell can become another land.\nA simple targeting effect can become another Mulldrifter.\nAnd with the right combination of cards, we can generate infinite mana, infinite creatures, or enough resources to win the game outright.\nThe best part is that many of the spells we're using aren't particularly powerful on their own.\nWe're turning cards that might normally be overlooked into the engines that power our entire strategy.\n"},{"attributes":{"bold":true},"insert":"The goal is simple: target our permanents, copy our permanents, and eventually overwhelm the table with value."},{"insert":"\n\n1. Meet the Commander"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Orvar, the All-Form"},{"insert":" is a four-mana legendary Shapeshifter with changeling.\nIts primary ability reads:\nWhenever we cast an instant or sorcery spell, if that spell targets one or more other permanents we control, we create a token that's a copy of one of those permanents.\nThere are a few important things to understand.\nFirst, Orvar triggers when we "},{"attributes":{"bold":true},"insert":"cast"},{"insert":" the spell, not when it resolves.\nSecond, the spell must target another permanent we control. Targeting Orvar itself doesn't satisfy the ability.\nThird, Orvar creates a token copy of the chosen permanent, meaning the token can copy lands, artifacts, creatures, enchantments, and other eligible permanents.\nThis gives us tremendous flexibility.\nWe can copy lands to accelerate our mana.\nWe can copy creatures to generate enter-the-battlefield triggers.\nWe can copy mana rocks to increase our available resources.\nAnd we can copy powerful permanents to create an overwhelming battlefield.\nOrvar also has a second ability that creates a token copy of itself if an opponent's spell or ability causes us to discard it.\nThat ability is useful occasionally, but our deck is primarily built around its first ability.\n\n2. Early Game — Build the Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our early turns are about establishing mana, finding inexpensive spells, and preparing to cast Orvar.\nMana Acceleration"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our acceleration package includes:\nSol Ring"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arcane Signet"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mind Stone"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sapphire Medallion"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Gilded Lotus"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"High Tide"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sol Ring and Arcane Signet help us develop mana quickly.\nSapphire Medallion reduces the cost of our blue spells, allowing us to cast more spells during a single turn.\nGilded Lotus becomes particularly interesting once Orvar is on the battlefield because copying it gives us another artifact capable of producing three mana.\nHigh Tide is one of our most important explosive mana spells.\nIt makes Islands produce additional blue mana for the remainder of the turn.\nBecause we're playing 28 basic Islands alongside other blue mana sources, High Tide can generate enormous amounts of mana.\nEarly Card Selection"},{"attributes":{"header":3},"insert":"\n"},{"insert":"We also have efficient card selection and draw through:\nOpt"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Gitaxian Probe"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mystic Remora"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Faerie Seer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Augur of Bolas"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Archmage Emeritus"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These cards help us find the right combination of mana, targeting spells, and payoff creatures.\nOur goal isn't necessarily to cast Orvar as quickly as possible.\nIdeally, we want to cast Orvar when we can immediately follow it with a spell that targets one of our permanents.\nThat way, even if Orvar is removed, we've already generated some value.\n\n3. Targeting Spells — The Heart of the Deck"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is what makes Orvar different from almost every other commander.\nMany of our most important cards are inexpensive spells that target our own permanents.\nOne-Mana Targeting Effects"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our package includes:\nWhim of Volrath"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mind Games"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Dream's Grip"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Twisted Image"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Shadow Rift"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Slip Through Space"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thermal Flux"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Clockspinning"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tidal Bore"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These spells may look underwhelming individually, but with Orvar on the battlefield, they become permanent-copy effects.\nFor example, casting Twisted Image targeting one of our creatures triggers Orvar.\nWe create a token copy of that creature, then Twisted Image resolves and draws us a card.\nShadow Rift works similarly, allowing us to copy a creature while drawing a card and giving the targeted creature shadow.\nDream's Grip can target a permanent to tap or untap it, triggering Orvar and creating a copy.\nWhim of Volrath and Mind Games are especially valuable because they have buyback.\nWhy Buyback Matters"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Buyback allows us to pay an additional cost when casting a spell.\nIf we do, the spell returns to our hand as it resolves instead of going to the graveyard.\nThis gives us a repeatable way to trigger Orvar.\nWith sufficient mana, we can cast the same targeting spell repeatedly, creating additional permanent copies every time.\nAnd if we're copying mana-producing permanents, we can eventually generate more mana than we're spending.\n"},{"attributes":{"bold":true},"insert":"That's when the deck stops being a value engine and starts becoming a combo deck."},{"insert":"\n\n4. Copying Lands — The Mana Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"One of the strongest things Orvar can do is copy lands.\nBecause Orvar creates token copies of permanents, we aren't restricted to creatures.\nOur lands are some of the most valuable copy targets in the deck.\nIslands"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Even copying a basic Island can be worthwhile.\nEvery additional Island increases our available mana.\nIt also improves the effectiveness of High Tide.\nIf we repeatedly copy Islands, our mana production can grow dramatically.\nMystic Sanctuary"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mystic Sanctuary is one of our most interesting lands.\nWhen it enters the battlefield untapped, provided we control three or more other Islands, we can return a target instant or sorcery card from our graveyard to the top of our library.\nOrvar can create token copies of Mystic Sanctuary.\nIf those copies enter untapped and meet the Island requirement, they can provide additional opportunities to recover spells from our graveyard.\nOther Utility Lands"},{"attributes":{"header":3},"insert":"\n"},{"insert":"We also run:\nCephalid Coliseum"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Halimar Depths"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Reliquary Tower"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Riptide Laboratory"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Swarmyard"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Temple of the False God"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tolaria West"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These provide utility beyond basic mana production.\nCopying a useful land can sometimes be more valuable than copying a creature.\nThe important lesson is that "},{"attributes":{"bold":true},"insert":"Orvar doesn't need an expensive creature to generate value. Sometimes the best permanent to copy is simply a land."},{"insert":"\n\n5. Enter-the-Battlefield Creatures — Value Through Copies"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our deck includes several creatures that become significantly more powerful when we create token copies of them.\nMulldrifter — Card Advantage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mulldrifter draws two cards when it enters the battlefield.\nIf we target Mulldrifter with a spell while Orvar is on the battlefield, we create a token copy.\nThat token enters and draws two cards.\nEvery additional targeting spell can generate another Mulldrifter and another two cards.\nWith a repeatable buyback spell and sufficient mana, this can become a tremendous card-draw engine.\nAether Channeler — Flexible Value"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Aether Channeler offers three choices when it enters:\nCreate a 1/1 flying Bird token."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Return another target nonland permanent to its owner's hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Draw a card."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Copying Aether Channeler gives us additional opportunities to choose whichever effect is most useful.\nThis can provide card advantage, board control, or additional creatures.\nPeregrine Drake — Mana Generation"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Peregrine Drake is one of the most important combo creatures in the deck.\nWhen it enters the battlefield, we untap up to five lands.\nWith Orvar on the battlefield, targeting Peregrine Drake creates another Drake token.\nThat token enters and untaps up to five lands.\nIf those lands produce more mana than we spend on the targeting spell, we can generate additional mana.\nWhen combined with repeatable targeting effects, this can create an infinite-mana engine.\nCloud of Faeries — Early Mana Efficiency"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cloud of Faeries untaps up to two lands when it enters.\nCopying it can provide additional mana while creating more creatures.\nAlthough it doesn't generate as much mana as Peregrine Drake, its low mana cost makes it easier to deploy early.\n\n6. The Infinite Mana Engines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Orvar is capable of assembling several powerful combos.\nThe most important ones involve repeatedly casting spells that target our permanents while generating enough mana to cover their costs.\nCombo 1 — Orvar + Peregrine Drake + Whim of Volrath"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Required pieces:"},{"insert":"\nOrvar, the All-Form"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Peregrine Drake"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Whim of Volrath"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lands capable of producing sufficient mana"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"How it works:"},{"insert":"\nHave Orvar and Peregrine Drake on the battlefield."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast Whim of Volrath targeting Peregrine Drake, paying its buyback cost."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Orvar triggers and creates a token copy of Peregrine Drake."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The new Drake enters and untaps up to five lands."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Whim of Volrath resolves and returns to our hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use the untapped lands to cast Whim of Volrath again."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If the lands produce more mana than the total cost of Whim of Volrath with buyback, we generate net mana with each repetition.\nThis gives us arbitrarily large amounts of mana, as well as arbitrarily many Peregrine Drake tokens.\nCombo 2 — Orvar + Peregrine Drake + Mind Games"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mind Games provides another repeatable targeting effect through buyback.\nWe can use the same general strategy:\nCast Mind Games targeting Peregrine Drake."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Pay its buyback cost."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Create a Drake token through Orvar."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Untap lands with the new Drake."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Return Mind Games to our hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat while generating enough mana to sustain the loop."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Once our mana production exceeds the cost of repeating the spell, we can generate arbitrarily large amounts of mana.\nCombo 3 — Orvar + High Tide + Repeatable Targeting"},{"attributes":{"header":3},"insert":"\n"},{"insert":"High Tide increases the amount of blue mana our Islands produce.\nThis can make our repeatable targeting engines significantly more efficient.\nWith enough Islands, High Tide can allow a buyback spell to generate more mana through copied Peregrine Drakes than we're spending.\nThis can turn a previously inefficient interaction into a winning combo.\n\n7. Isochron Scepter and Dramatic Reversal"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our deck also includes the classic combination of Isochron Scepter and Dramatic Reversal.\nIsochron Scepter"},{"attributes":{"header":3},"insert":"\n"},{"insert":"When Isochron Scepter enters the battlefield, we can imprint an instant card with mana value two or less from our hand.\nWe can then pay two mana and tap Isochron Scepter to copy that card and cast the copy.\nDramatic Reversal"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Dramatic Reversal untaps all nonland permanents we control.\nIf we imprint Dramatic Reversal onto Isochron Scepter, we can repeatedly untap our mana rocks and other nonland permanents.\nIf those permanents produce more than two mana combined, we can generate arbitrarily large amounts of mana.\nThis combo doesn't require Orvar.\nHowever, it provides the mana needed to support our other engines and can help us assemble a winning turn.\nOne important detail is that copying Dramatic Reversal with Isochron Scepter does not trigger Orvar unless the copied spell targets a permanent we control.\nDramatic Reversal doesn't target anything, so it doesn't trigger Orvar.\n\n8. Vesuvan Duplimancy — Another Copy Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Vesuvan Duplimancy gives us another way to create token copies of our creatures.\nWhenever we cast a spell that targets only a single artifact or creature we control, Vesuvan Duplimancy creates a token copy of that permanent, except the token isn't legendary.\nThis works extremely well with many of our inexpensive targeting spells.\nIf we control both Orvar and Vesuvan Duplimancy, a spell targeting one of our creatures can potentially create two copies.\nOne from Orvar and one from Vesuvan Duplimancy.\nThis can double the value of our targeting spells.\nWith Mulldrifter, that means additional card draw.\nWith Aether Channeler, it means more utility.\nWith Peregrine Drake, it means more land untapping.\nVesuvan Duplimancy is one of our strongest ways to generate value without relying entirely on Orvar.\n\n9. Hullbreaker Horror — Controlling the Battlefield"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Hullbreaker Horror is one of our most powerful late-game threats.\nWhenever we cast a spell, we can choose to return a spell we don't control or a nonland permanent to its owner's hand.\nWith a deck full of inexpensive spells, Hullbreaker Horror can repeatedly disrupt our opponents.\nIt also has flash and can't be countered.\nIf we generate arbitrarily large amounts of mana, Hullbreaker Horror can help us repeatedly cast spells and bounce opposing nonland permanents.\nThis can clear the way for our creatures and leave opponents struggling to rebuild.\nHullbreaker Horror also works well alongside our mana rocks and spell-based engines.\n\n10. Winning the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our deck has several ways to convert its engines into a win.\nWin Condition 1 — Laboratory Maniac"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Laboratory Maniac allows us to win the game if we would draw a card while our library is empty.\nOur deck has several ways to draw large numbers of cards.\nMulldrifter copies, Archmage Emeritus, Mystic Remora, and other card-draw effects can help us work through our library.\nOnce Laboratory Maniac is on the battlefield and our library is empty, drawing a card wins the game.\nHowever, we need to protect Laboratory Maniac from removal before the draw resolves.\nWin Condition 2 — Brain Freeze"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Brain Freeze has storm, meaning it creates a copy for each spell cast before it during the current turn.\nWith a repeatable spellcasting engine, we can build an arbitrarily large storm count.\nWe can then cast Brain Freeze targeting our opponents to mill their libraries.\nThis doesn't immediately win the game by itself, but it can leave opponents without libraries and force them to lose when they next attempt to draw cards.\nWin Condition 3 — Infinite Creature Copies"},{"attributes":{"header":3},"insert":"\n"},{"insert":"With Orvar, Peregrine Drake, and a repeatable targeting spell, we can potentially create arbitrarily many Peregrine Drake tokens.\nThese creatures can win through combat if we can survive to attack with them.\nWe can also use additional turns or combat opportunities to convert a massive battlefield into lethal damage.\nWin Condition 4 — Overwhelming Permanent Advantage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sometimes we don't need an infinite combo.\nRepeatedly copying Mulldrifter, Aether Channeler, Gilded Lotus, or other valuable permanents can generate enough resources to take over the game.\nWith enough mana and card advantage, we can eventually overwhelm opponents through superior resources and interaction.\n\n11. Interaction and Protection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"As a mono-blue deck, we have access to excellent countermagic and tempo spells.\nCountermagic"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our counterspell package includes:\nCounterspell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arcane Denial"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An Offer You Can't Refuse"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Daze"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flash Counter"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Commandeer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Stifle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These help protect Orvar, stop opposing win conditions, and prevent removal from disrupting our engines.\nBounce and Tempo"},{"attributes":{"header":3},"insert":"\n"},{"insert":"We also run:\nCyclonic Rift"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Boomerang"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Into the Flood Maw"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Snap"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Venser, Shaper Savant"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Silent Departure"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Gigadrowse"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These provide ways to interact with opposing permanents and buy time.\nCyclonic Rift is especially powerful when overloaded, allowing us to return opponents' nonland permanents to their hands.\nSnap is particularly interesting because it can return a creature to its owner's hand while untapping up to two lands.\nThese tempo spells allow us to control the game while developing our own resources.\n\n12. Tutors and Consistency"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Because our deck relies on assembling specific combinations of cards, tutors play an important role.\nOur tutor package includes:\nMystical Tutor"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Merchant Scroll"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Solve the Equation"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Spellseeker"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Micromancer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Gifts Ungiven"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tolaria West"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mystical Tutor can find an important instant or sorcery.\nMerchant Scroll searches for a blue instant.\nSolve the Equation finds an instant or sorcery.\nSpellseeker and Micromancer can find inexpensive spells that help enable our Orvar engines.\nGifts Ungiven can assemble packages of important cards, although the cards chosen by opponents may end up in our graveyard.\nTolaria West can transmute to find a card with mana value zero, including certain lands.\nThese cards make the deck more consistent and help us find the appropriate interaction or combo piece.\n\n13. Mulligan Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our ideal opening hand contains:\nTwo or three lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A mana rock or cost-reduction effect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An inexpensive targeting spell."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A card-draw or selection effect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A useful creature or tutor."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"For example, a hand containing three Islands, Sol Ring, Whim of Volrath, Mulldrifter, and Merchant Scroll provides a solid foundation.\nWe have mana acceleration, a repeatable targeting spell, a valuable creature to copy, and a tutor.\nHands to Avoid"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Avoid hands with too many expensive creatures and not enough mana.\nAlso avoid hands containing several targeting spells but no way to generate value from them.\nA hand full of interaction can keep us alive, but we still need a plan to advance our battlefield.\nThe most important question when evaluating an opening hand is:\n"},{"attributes":{"bold":true},"insert":"Can this hand establish Orvar and start generating value within the first several turns?"},{"insert":"\n\n14. Advanced Piloting Tips"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Don't Cast Orvar Without a Plan"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Orvar is a four-mana commander that can attract removal.\nIdeally, we want to cast it when we have enough mana to follow up with a targeting spell.\nCopy Lands Early"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Copying a land might not look exciting, but it helps us develop the mana required for our more powerful turns.\nPrioritize Repeatable Spells"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Whim of Volrath and Mind Games are particularly valuable because buyback allows us to cast them repeatedly.\nUnderstand the Stack"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Orvar's ability triggers when we cast a qualifying spell.\nThe copy token is created when that trigger resolves, usually before the original spell resolves.\nEven if the original spell is countered, Orvar's triggered ability can still resolve if its own requirements remain satisfied.\nProtect Our Combo Pieces"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Peregrine Drake, Orvar, Isochron Scepter, and Laboratory Maniac can all be important to our win conditions.\nWe should try to hold interaction when we're preparing to commit to a winning turn.\nKnow When to Combo"},{"attributes":{"header":3},"insert":"\n"},{"insert":"We don't always need to assemble an infinite combo immediately.\nSometimes it's better to develop mana, draw cards, and wait until we can protect our winning turn.\n\n15. Strengths and Weaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Strengths"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Extremely powerful permanent-copying engine."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Multiple infinite-mana combinations."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Excellent card advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong countermagic and interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can copy lands, creatures, and artifacts."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Multiple win conditions."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rewards creative sequencing and deck knowledge."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Weaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Relies heavily on Orvar for its primary strategy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can be vulnerable to repeated commander removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Requires specific combinations of cards for its strongest plays."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Some targeting spells are weak without Orvar."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can struggle against effects that restrict spellcasting."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Requires careful stack management and combo sequencing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is a deck that rewards patience and a strong understanding of Magic's rules.\n\n16. Bracket and Rule Zero"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I would describe this as a "},{"attributes":{"bold":true},"insert":"high-powered, combo-oriented Commander deck"},{"insert":", with its formal bracket classification dependent on the current Commander bracket criteria.\nUnlike a casual value-based Orvar build, this list contains several ways to generate arbitrarily large amounts of mana and assemble deterministic winning positions.\nIt also runs powerful tutors, efficient interaction, and established combo pieces.\nBefore playing, I would explain it to the table like this:\n"},{"attributes":{"italic":true},"insert":"\"This is a mono-blue Orvar deck focused on copying permanents with cheap targeting spells. It can generate infinite mana and creature copies through Peregrine Drake and buyback effects, and it has win conditions like Laboratory Maniac and Brain Freeze. It's a combo deck with a strong interaction package.\""},{"insert":"\nThat gives the table an accurate idea of what to expect.\n\n17. Final Thoughts — Everything Is a Copy of Something"},{"attributes":{"header":2},"insert":"\n"},{"insert":"What I love about Orvar is how it completely changes the way we evaluate cards.\nA spell that simply taps a permanent can become a copy effect.\nA spell that changes a creature's power and toughness can become a card-advantage engine.\nAnd a creature that untaps lands can suddenly become the centerpiece of an infinite-mana combo.\nWe're taking ordinary blue spells and turning them into extraordinary engines.\nSome games, we'll slowly build an advantage by copying Islands and mana rocks.\nOther games, we'll draw enormous numbers of cards with Mulldrifter.\nAnd sometimes, we'll assemble Peregrine Drake and a buyback spell and generate more mana and creatures than we could ever reasonably need.\nThe best part is that Orvar rewards creativity.\nWe're not just asking whether a spell is powerful.\nWe're asking what happens when that spell creates another copy of our best permanent.\nAnd once we start thinking that way, the possibilities become almost endless.\n"},{"attributes":{"bold":true},"insert":"Why settle for one when you can have everything?"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"— TheorycraftMTG"},{"insert":"\n"}]}
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