LegendaryCreature-Kyle
865 views4 years ago
Commander
Size: 100Salt sum: 34.68
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Draw
Draw
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Finishers
Mantle of the Ancients
Enchant creature you control
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
Enchantment - Aura

Finishers
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For Me
Flickerform
Enchant creature
: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
: Exile enchanted creature and all Auras attached to it. At the beginning of the next end step, return that card to the battlefield under its owner's control. If you do, return the other cards exiled this way to the battlefield under their owners' control attached to that creature.
Enchantment - Aura

For Me
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For Them
For Them
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Land
Land
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Ramp
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

Verge Rangers
First strike
You may look at the top card of your library any time.
As long as an opponent controls more lands than you, you may play lands from the top of your library. (You can play a land this way only if you have an available land play remaining.)
You may look at the top card of your library any time.
As long as an opponent controls more lands than you, you may play lands from the top of your library. (You can play a land this way only if you have an available land play remaining.)
Creature - Human Scout Ranger

Ramp
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Removal
Cavalier of Dawn
Vigilance
When this creature enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token.
When this creature dies, return target artifact or enchantment card from your graveyard to your hand.
When this creature enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token.
When this creature dies, return target artifact or enchantment card from your graveyard to your hand.
Creature - Knight Elemental

Removal
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Supplements
Supplements
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Maybeboard
Martial Impetus
Enchant creature
Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
Enchantment - Aura

Remove Enchantments
Return to your hand all enchantments you both own and control, all Auras you own attached to permanents you control, and all Auras you own attached to attacking creatures your opponents control. Then destroy all other enchantments you control, all other Auras attached to permanents you control, and all other Auras attached to attacking creatures your opponents control.
Instant

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Just thought it would be fun to mess around with the idea of doing a rule zero for "},{"insert":{"card-link":"Kitsune Mystic // Autumn-Tail, Kitsune Sage"}},{"insert":".\n\nIt stumbles into the usual mono-white issues that one would expect. But there are a few cards in the aura strategy to compensate for the lack.\n\nI do like the idea of being able to do something with more leverage with an activation than is allowed with the triggered ability of "},{"insert":{"card-link":"Ardenn, Intrepid Archaeologist"}},{"insert":". I think it allows for encouraging combat to go elsewhere with a more timely ability to influence that decision--at the right table of players.\n\nThere is an obvious route to finish the game yourself with some auras that give evasion and enough ways to stack up my commander for some voltron kills.\n\nIf you are looking to use a legal commander, I think a partner pairing of "},{"insert":{"card-link":"Ardenn, Intrepid Archaeologist"}},{"insert":" + "},{"insert":{"card-link":"Akroma, Vision of Ixidor"}},{"insert":" would be compelling. That pair would also require little in terms of changes to the deck. You might be able to drop the \"Finishers\" category to make room for a few banger creatures that Akroma would like or a couple more auras.\n"}]}











































































