SpikeAllos
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Commander
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Saheeli, Sublime Artificer
Whenever you cast a noncreature spell, create a 1/1 colorless Servo artifact creature token.
−2: Target artifact you control becomes a copy of another target artifact or creature you control until end of turn, except it's an artifact in addition to its other types.
−2: Target artifact you control becomes a copy of another target artifact or creature you control until end of turn, except it's an artifact in addition to its other types.
Legendary Planeswalker - Saheeli

The Mechanist, Aerial Artisan
Whenever you cast a noncreature spell, create a Clue token. (It's an artifact with ", Sacrifice this token: Draw a card.")
: Until end of turn, target artifact token you control becomes a 3/1 Construct artifact creature with flying.
: Until end of turn, target artifact token you control becomes a 3/1 Construct artifact creature with flying.
Legendary Creature - Human Artificer Ally

Toggo, Goblin Weaponsmith
Landfall — Whenever a land you control enters, create a colorless Equipment artifact token named Rock with "Equipped creature has ', , Sacrifice Rock: This creature deals 2 damage to any target'" and equip .
Partner (You can have two commanders if both have partner.)
Partner (You can have two commanders if both have partner.)
Legendary Creature - Goblin Artificer

Artifact Tokens
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Burn
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Copy
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Heaven Sent
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Investigate.
III — This Saga deals 1 damage to each opponent. Then if an opponent has 0 or less life, draw seven cards. Otherwise, exile this Saga and you may cast it this turn.
I, II — Investigate.
III — This Saga deals 1 damage to each opponent. Then if an opponent has 0 or less life, draw seven cards. Otherwise, exile this Saga and you may cast it this turn.
Enchantment - Saga

The Reality Chip
You may look at the top card of your library any time.
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Legendary Creature Artifact - Equipment Jellyfish

Draw
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Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Protection
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Ramp
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Recursion
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Indomitable Creativity
Destroy X target artifacts and/or creatures. For each permanent destroyed this way, its controller reveals cards from the top of their library until an artifact or creature card is revealed and exiles that card. Those players put the exiled cards onto the battlefield, then shuffle.
Sorcery

Removal
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Tellah, Great Sage
Whenever you cast a noncreature spell, create a 1/1 colorless Hero creature token. If four or more mana was spent to cast that spell, draw two cards. If eight or more mana was spent to cast that spell, sacrifice Tellah and it deals that much damage to each opponent.
Legendary Creature - Human Wizard

Zaffai, Thunder Conductor
Magecraft — Whenever you cast or copy an instant or sorcery spell, scry 1. If that spell's mana value is 5 or greater, create a 4/4 blue and red Elemental creature token. If that spell's mana value is 10 or greater, Zaffai deals 10 damage to an opponent chosen at random.
Legendary Creature - Human Shaman

Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Galazeth Prismari - Theatre Kids, Artificers, and Burned Out Artists"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThe main goal of the deck is to create a bunch of artifact tokens using your various token generators and use them in tandem with your commander, "},{"insert":{"card-link":"Galazeth Prismari"}},{"insert":", to cast powerful spells. You have multiple ways of creating your tokens, including some powerful counterspells that not only reward you with tokens, but will punish your opponent for playing big spells.\n\nThe star of the deck is "},{"insert":{"card-link":"Storm-Kiln Artist"}},{"insert":". With this card out, every instant and sorcery spell you cast will produce a Treasure token. As long as you control Prismari, you can chain the tokens Storm-Kiln Artist produces into more spells, producing more treasures and eventually hitting critical mass. "},{"insert":{"card-link":"The Mechanist, Aerial Artisan"}},{"insert":" holds second place in this deck for similar reasons. While Clue tokens are bit less immediately useful than treasures, Prismari wants to have a LOT of tokens. Both Storm-Kiln Artist and the Mechanist will reward you for playing the game with tokens out the wazoo.\n\nOn the early turns, you want to play out your mana rocks like "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" in order to start building up to your larger spells. You don't need to play Prismari the moment you have 4 mana, and often it's better to hold him back until you have enough artifacts to start casting your big X spells. You're going to want to use your artifact token generators to start building up clues and treasures, before unleashing mayhem upon your opponents.\n\n\n"},{"attributes":{"bold":true},"insert":"With this deck, you have two core strategies you can lean on:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe first is a token-swarm style, using your myriad token generators to create a board of small creatures to overwhelm your opponent. Cards like "},{"insert":{"card-link":"Tellah, Great Sage"}},{"insert":", "},{"insert":{"card-link":"Saheeli, Sublime Artificer"}},{"insert":", "},{"insert":{"card-link":"Third Path Iconoclast"}},{"insert":", and "},{"insert":{"card-link":"Talrand, Sky Summoner"}},{"insert":" are going to be your bread-and-butter token generators. Each one of them is a powerful payoff for your core gameplan that can very quickly get out hand. Tellah even has the added bonus of being able to finish off opponents on his own. When focusing on a token strategy, use your large X spells primarily as removal for your opponent's larger threats that you might not otherwise be able to deal with (ESPECIALLY "},{"insert":{"card-link":"Red Sun's Zenith"}},{"insert":", since it will always go back into your deck after casting). This strategy works in tandem with smaller payoffs, like "},{"insert":{"card-link":"Reckless Fireweaver"}},{"insert":" and "},{"insert":{"card-link":"Ingenious Artillerist"}},{"insert":" to generate incidental burn damage.\n\nThe second strategy is a burn style, using powerful X spells to delete opponents out of nowhere. Cards like "},{"insert":{"card-link":"Red Sun's Zenith"}},{"insert":", "},{"insert":{"card-link":"Jaya's Immolating Inferno"}},{"insert":", and "},{"insert":{"card-link":"Comet Storm"}},{"insert":" can be supercharged by dumping mana from Prismari's effect into them, often allowing you to kill opponents in a single turn. And if you're feeling particularly spicy, try to execute this gameplan when you have "},{"insert":{"card-link":"Dramatic Reversal"}},{"insert":" in hand or either "},{"insert":{"card-link":"Expansion // Explosion"}},{"insert":" /"},{"insert":{"card-link":"Teach by Example"}},{"insert":". By investing two mana into either of those three spells, you can either untap all your mana generating permanents for extra mana to dump into your X spells, or you can duplicate your X spells for bonus damage. Whenever possible, you should try to hold on to a counterspell in order to protect your big X spells from getting countered.\n\nDon't be afraid to pivot between your strategies as the game goes on. Oftentimes it's best to start out focusing on your token strategy early in the game before pivoting to your X spell strategy to close them out. And don't be afraid to attack with your tokens, too. You're going to make a lot of them, and they're just as much a resource as anything else in the game. It's not out of the question to overwhelm your opponent's boards with sheer numbers.\n\n\nSome additional fun plays you can make with this deck:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Mass Manipulation"}},{"insert":" is an expensive spell, but it can be used to steal all of your opponents' best stuff. Often times, depriving them of their core gameplan (such as their commander!) will be enough to close out games on its own. That, or it'll force them to waste removal spells getting their own stuff back.\n\n"},{"insert":{"card-link":"Indomitable Creativity"}},{"insert":" looks innocuous on paper, but in reality it can be used to turn extra tokens you don't need into better permanents. Keep in mind that you don't have more than 30 artifacts and creatures in your deck, so try to keep in mind how many are left before dumping a billion mana into it.\n\n"},{"insert":{"card-link":"Hypersonic Dragon"}},{"insert":" allows you to jumpscare your opponents with your big X spells. It allows you to cast your big fat sorceries anytime you could cast an instant. So sit back with a board full of untapped mana and wait until everyone is tapped out from their own thing. This allows you to keep mana open for counter magic, and hey if nothing concerning threatens to hit the board, unleash hellfire upon them all!\n\n"},{"insert":{"card-link":"Shimmer Dragon"}},{"insert":"'s card draw effect is not limited to your turn. You can absolute hold your artifact tokens back to threaten a counterspell, and then tap them for Shimmer Dragon's effect just before your turn starts to reload your hand.\n\n"},{"insert":{"card-link":"Cyberdrive Awakener"}},{"insert":" is a giant \"I win\" button. If you can drop it when you've got a stupid number of tokens, you "},{"attributes":{"italic":true},"insert":"will"},{"insert":" kill someone.\n\n\nWhat to do when X happens:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSo you just had your board full of cards get wiped! Don't panic! It's a set back, but it's not the end of the world! First, assess the damage. How many of your token generators got deleted? How many of your mana-generating artifacts? You have built-in redundancies for this exact scenario. If your Tellah just got deleted, now is the time to bring out "},{"insert":{"card-link":"Zaffai, Thunder Conductor"}},{"insert":" or "},{"insert":{"card-link":"Third Path Iconoclast"}},{"insert":" to replace him. If you lost all your tokens, use the spell side of "},{"insert":{"card-link":"James, Wandering Dad // Follow Him"}},{"insert":" to start rebuilding them. It's important to avoid overextending your board, especially if you suspect a player is fishing for or might be holding a board wipe. As always, the best case scenario is to try and hold back countermagic such as "},{"insert":{"card-link":"Spell Swindle"}},{"insert":" to eat your opponent's board wipes and protect your stuff. In some cases, you can leave two islands untapped to bluff having "},{"insert":{"card-link":"Counterspell"}},{"insert":". Getting in your opponent's head is often as good a way to protect your stuff as countering their spells outright! Most board wipes will be creature-centric, so you can use the Incubator tokens from "},{"insert":{"card-link":"Chrome Host Seedshark"}},{"insert":" to create an emergency board after all your creatures got wiped out.\n\nBut your opponent just built a massive board of their own! How are "},{"attributes":{"italic":true},"insert":"you"},{"insert":" going to deal with it? Well good news, you've got options! If you need to hold back mana for a counterspell that you might not need to cast, you can also hold back mana for "},{"insert":{"card-link":"Aetherize"}},{"insert":". Aetherize allows you to protect yourself from lethal attacks, or if you want to get political you can even use it to protect an opponent who might be able to deal with something you can't! (You are going to grow to despise enchantments, just wait). But what if there's a massive board of creatures and you don't have Aetherize? Well, you've got some options! "},{"insert":{"card-link":"Comet Storm"}},{"insert":" or "},{"insert":{"card-link":"Curse of the Swine"}},{"insert":" can be used to surgically pick your opponent's board apart, while "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" will kill everything on the table (INCLUDING YOUR STUFF, SO USE WISELY!).\n\nYour graveyard just got exiled! Oh no! Well, not really actually. You don't really have a lot of way to recur your spells, since you rely more on consistent draw power and redundancies than recursion. In most circumstances, exiling your graveyard doesn't hurt you. You do have two pieces of recursion for use against mill decks, though! "},{"insert":{"card-link":"Finale of Revelation"}},{"insert":" allows you to shuffle your graveyard right back into your deck, while "},{"insert":{"card-link":"Past in Flames"}},{"insert":" allows you to get a few more uses out of your Dramatic Reversals or X spells.\n\n\nA Beginner's Guide to Countermagic:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSo by now you've seen me mention counterspells and countermagic a few times. You might be wondering how best to play these spells, since you have a limited number of them and they're a core way to protect your board.\n\nPrimarily, you're going to want to save your counterspells for any of the following scenarios:\nYour opponent has targeted a core game piece on your board, or is threatening to remove it with a board wipe. If you lose that piece, it will set your gameplan back several turns. This could be Prismari, it could be any of your token generators. Removal spells that threaten your board are prime targets for counterspells. HOWEVER, it's important to know when to counter something. You don't want to be spending 5 mana on "},{"insert":{"card-link":"Spell Swindle"}},{"insert":" to counter "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":", as you will only net 1 treasure for your troubles. Lower cost counterspells, such as "},{"insert":{"card-link":"Negate"}},{"insert":", should be your first choice for countering cheap removal, while your more expensive spells are for the heavy hitters like board wipes."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Your opponent is putting a known combo piece into play. If you know your opponent likes to win by comboing off, it's absolutely acceptable to deny them access to their combo. Common combo cards include "},{"insert":{"card-link":"Freed from the Real"}},{"insert":", "},{"insert":{"card-link":"Kiki-Jiki, Mirror Breaker"}},{"insert":", "},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":", and "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":". Countering these not can not only net you a lot of tokens, but denying your opponent access to their infinite combos can cause their whole deck to fall apart."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Your opponent is about to win the game. Keep an eye out for blowout cards such as "},{"insert":{"card-link":"Overrun"}},{"insert":", "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":", "},{"insert":{"card-link":"Cyberdrive Awakener"}},{"insert":", and others. When your opponent is casting a blowout, game winning card, it's absolutely okay to stop them."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Your opponent is playing a powerful enchantment. I'm going to level with you, enchantments suck to see when you play this deck. If a powerful enchantment sticks, such as something that gives your opponent Shroud or Hexproof, it can prevent you from winning the game all together. Once an enchantment hits the table, you have no way of dealing with it. You will need to learn what enchantments do and use your judgment here, as there are a lot of them and I can't list every single enchantment in the format. That being said, "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" is counter-on-sight. Fuck that card. You "},{"attributes":{"italic":true},"insert":"will "},{"insert":"lose if someone resolves it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\nPolitics, aka Talking the Talk:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOkay so now that we've brought up enchantments and how much they suck, it's time to talk about the most dubious part of playing commander: Politics.\n\nThere will be situations where you cannot deal with an opponent's board state. Luckily for you, Commander is a multiplayer game and more often than not you will have at least one other player you can depend on for help. That's where politics comes in.\n\nIf you're not in a situation where you can deal with something that will blow you out, it's time to turn to your opponents and ask them for help. Sometimes it's as simple as saying \"can anyone deal with that?\" Other times, you can simply point to an opponent who is running away with the game and indicate to the others that they are the threat. Threat assessment is a skill in and of itself, and we don't have time to really cover that in a deck primer. In emergencies, you can make a deal with the opponent threatening to kill the game. Sometimes giving them a bit of card draw will keep them off your back while you try to muster a proper defense.\n\nSo why cover politics at all? Well, because enchantments suck and you can't touch them. If one of your opponents are playing a lot of enchantments, it's often better to not try to counter them and instead hope one of your other opponents can remove them. An opponent playing green or white will typically have enchantment removal loaded up for that exact sort of situation. It's an entirely viable strategy to run crying to the green/white player and offer to trade them card draw or amnesty from attacks for a few turns if they'll get rid of some enchantments for you. Just make sure to keep your deals. Lying about deals is absolutely a strategy you should consider, but if you develop a reputation as a liar you will "},{"attributes":{"italic":true},"insert":"never"},{"insert":" be able to make a deal again.\n\nWhy can't you touch enchantments, I can hear you asking.\n\n\"Because fuck you that's why,\" says the wizards employee.\n\n\"Because you're playing Red and Blue, and those colors typically have a hard time dealing with enchantments,\" says the other wizards employee who is pushing the first one into the closet. \"Blue can counter enchantments and sometimes bounce them back to hand, but Red isn't allowed to touch enchantments at all.\"\n\n\nClosing Statements"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nGalazeth Prismari commands a powerful deck that rewards good gameplay, careful planning, and clever execution. But remember, Commander is a social game. If you're not having fun, it's more than okay to take a step back and examine why!\n"}]}
















































































