Oddzilla
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Commander
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Riku of Two Reflections
Whenever you cast an instant or sorcery spell, you may pay . If you do, copy that spell. You may choose new targets for the copy.
Whenever another nontoken creature you control enters, you may pay . If you do, create a token that's a copy of that creature.
Whenever another nontoken creature you control enters, you may pay . If you do, create a token that's a copy of that creature.
Legendary Creature - Human Wizard

Veyran, Voice of Duality
Magecraft — Whenever you cast or copy an instant or sorcery spell, Veyran gets +1/+1 until end of turn.
If you casting or copying an instant or sorcery spell causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
If you casting or copying an instant or sorcery spell causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Wizard Efreet

Copy
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Riku of Many Paths
Whenever you cast a modal spell, choose up to X, where X is the number of times you chose a mode for that spell —
• Exile the top card of your library. Until the end of your next turn, you may play it.
• Put a +1/+1 counter on Riku. It gains trample until end of turn.
• Create a 1/1 blue Bird creature token with flying.
• Exile the top card of your library. Until the end of your next turn, you may play it.
• Put a +1/+1 counter on Riku. It gains trample until end of turn.
• Create a 1/1 blue Bird creature token with flying.
Legendary Creature - Human Wizard

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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Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Lorehold Command
Choose two —
• Create a 3/2 red and white Spirit creature token.
• Creatures you control get +1/+0 and gain indestructible and haste until end of turn.
• Lorehold Command deals 3 damage to any target. Target player gains 3 life.
• Sacrifice a permanent, then draw two cards.
• Create a 3/2 red and white Spirit creature token.
• Creatures you control get +1/+0 and gain indestructible and haste until end of turn.
• Lorehold Command deals 3 damage to any target. Target player gains 3 life.
• Sacrifice a permanent, then draw two cards.
Instant

Protection
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Ramp
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Niv-Mizzet, Supreme
Flying, hexproof from monocolored
Each instant and sorcery card in your graveyard that's exactly two colors has jump-start. (You may cast that card from your graveyard by discarding a card in addition to paying its other costs. Then exile it.)
Each instant and sorcery card in your graveyard that's exactly two colors has jump-start. (You may cast that card from your graveyard by discarding a card in addition to paying its other costs. Then exile it.)
Legendary Creature - Dragon Avatar

Recursion
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Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant

Mardu Charm
Choose one —
• Mardu Charm deals 4 damage to target creature.
• Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn.
• Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
• Mardu Charm deals 4 damage to target creature.
• Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn.
• Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
Instant

Profane Command
Choose two —
• Target player loses X life.
• Return target creature card with mana value X or less from your graveyard to the battlefield.
• Target creature gets -X/-X until end of turn.
• Up to X target creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
• Target player loses X life.
• Return target creature card with mana value X or less from your graveyard to the battlefield.
• Target creature gets -X/-X until end of turn.
• Up to X target creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
Sorcery

Riveteers Charm
Choose one —
• Target opponent sacrifices a creature or planeswalker they control with the greatest mana value among creatures and planeswalkers they control.
• Exile the top three cards of your library. Until your next end step, you may play those cards.
• Exile target player's graveyard.
• Target opponent sacrifices a creature or planeswalker they control with the greatest mana value among creatures and planeswalkers they control.
• Exile the top three cards of your library. Until your next end step, you may play those cards.
• Exile target player's graveyard.
Instant

Silverquill Command
Choose two —
• Target creature gets +3/+3 and gains flying until end of turn.
• Return target creature card with mana value 2 or less from your graveyard to the battlefield.
• Target player draws a card and loses 1 life.
• Target opponent sacrifices a creature of their choice.
• Target creature gets +3/+3 and gains flying until end of turn.
• Return target creature card with mana value 2 or less from your graveyard to the battlefield.
• Target player draws a card and loses 1 life.
• Target opponent sacrifices a creature of their choice.
Sorcery

Witherbloom Command
Choose two —
• Target player mills three cards, then you return a land card from your graveyard to your hand.
• Destroy target noncreature, nonland permanent with mana value 2 or less.
• Target creature gets -3/-1 until end of turn.
• Target opponent loses 2 life and you gain 2 life.
• Target player mills three cards, then you return a land card from your graveyard to your hand.
• Destroy target noncreature, nonland permanent with mana value 2 or less.
• Target creature gets -3/-1 until end of turn.
• Target opponent loses 2 life and you gain 2 life.
Sorcery

Removal
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Tutor
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Tokens & Extras
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"italic":true},"insert":"\"You stand at the crossroads. Your pockets are light, but your mind is sharp. Do you trust the engine, or do you forge your own path?\""},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Hook:"},{"insert":" A 100% \"Choose One\" modal deck designed to look and play like a "},{"attributes":{"bold":true},"insert":"1980s Choose Your Own Adventure book"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Engine:"},{"insert":" Ramos, Dragon Engine isn't just a commander; he's the protagonist. He consumes your choices to fuel massive turns of multi-colored magic."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Power Level:"},{"insert":" "},{"attributes":{"bold":true},"insert":"Bracket 2 (Core / Optimized)"},{"insert":". It is powerful, interactive, and consistent, but lacks the \"Game Changers\" that lead to salt at the table."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Strategy:"},{"insert":" Use a specialized "},{"attributes":{"bold":true},"insert":"Budget 5-Color Base"},{"insert":" to find your colors. Protect your hero with Tyrite Sanctum to ensure he survives to the final chapter."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Goal:"},{"insert":" Adapt. React. Win. Every card is a new page, and you are the author."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWARNING!!!!\nDo not read this deck list straight through. This deck contains many different adventures you can take as you battle your opponents. You, and you alone, are in charge of what happens.\n\nThe Adventure Begins\nYou stand on the edge of the Command Zone, your Ramos, Dragon Engine gleaming in the sun. You have a handful of Charms and a map leading to Inspired Tinkering. The table is quiet... for now.\n\nIf you decide to play it safe and hold up mana for a response, turn to [Control Path].\n\nIf you decide to push into the unknown and search for new resources, turn to [The Explorer's Path].\n\n[Control Path]\nYou wait. Your opponent casts a terrifying threat. You smile and reveal an Archmage's Charm.\n\nChoose one: You counter the spell, draw two cards, or take control of their smallest creature just to be petty. Ramos grows larger with every choice you make. Eventually, you have so many options that the opponents simply run out of ways to stop you. THE END (A Hero's Victory)\n\n[The Explorer's Path]\nYou cast Escape to the Wilds. You exile five cards from your library. Among them are Akroma's Will and a Bant Charm. You play an extra land and prepare for the next turn.\n\nBy the time the next chapter begins, Ramos is a 10/10. You channel the Tyrite Sanctum to make him a God. You then cast Akroma's Will, choosing both modes. Ramos gains every keyword imaginable and flies over the enemy lines. THE END (The Golden Ending)\n\n[The Bad Ending]\nYou kept a hand with no Green mana and only one land. You spend five turns watching everyone else play while you stare at a Sultai Charm you can't cast. THE END (You have been eaten by a Grue. Return to page 1 and mulligan.)\n\nThe Choice is Yours: A Modal Primer\nThe Hook Inspired by the Scholastic Book Fair gems of the 70s and 80s (Loved these books in the 70's when I was in elementary school ; yes, I'm that old!), this deck is built around the power of choice. With 60+ modal spells, every turn is a \"Page Turn\" where you decide the outcome of the game.\n\n"},{"attributes":{"bold":true},"insert":"\"The adventure is yours to write. Every card is a choice. Every choice is power.\""},{"insert":"\nThis is the definitive "},{"attributes":{"bold":true},"insert":"Bracket 2"},{"insert":" version of the \"Modal Tribal\" engine. Refined for the 2026 meta, it replaces high-cost \"placeholder\" lands with a tactical, budget-conscious mana base that prioritizes protection and flexibility.\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Stats"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Archetype:"},{"insert":" Modal Tribal / Toolbox"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":" Ramos, Dragon Engine"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bracket Level:"},{"insert":" "},{"attributes":{"bold":true},"insert":"Bracket 2 (Core / Optimized)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Budget:"},{"insert":" ~$174 (Land costs reduced by 85%)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Core Gameplay"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Engine:"},{"insert":" You aren't just casting spells; you're building a machine. Every multi-color \"Charm\" adds counters to Ramos. Once he hits five counters, he provides a $WUBRG\\ WUBRG$ mana explosion to fuel your \"Final Chapter.\""},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Hero’s Shield:"},{"insert":" The inclusion of Tyrite Sanctum ensures that once Ramos becomes a threat, he can be transformed into an "},{"attributes":{"bold":true},"insert":"Indestructible God"},{"insert":", making him nearly impossible to remove via standard board wipes."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Conclusion:"},{"insert":" Use Akroma's Will or Unite the Coalition to turn a wide board of utility creatures and a massive Dragon Engine into a lethal, game-ending strike."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"}]}































































































