balkiskos
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Commander
Size: 100Salt sum: 82.98
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Ability Doubling
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Copy
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Drain Every Turn
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Interaction
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Glacial Chasm
Cumulative upkeep—Pay 2 life. (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.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Decree of Silence
Whenever an opponent casts a spell, counter that spell and put a depletion counter on this enchantment. If there are three or more depletion counters on this enchantment, sacrifice it.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, you may counter target spell.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, you may counter target spell.
Enchantment

Lock Pieces
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Protection
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Ramp
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Detention Sphere
When this enchantment enters, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent.
When this enchantment leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
When this enchantment leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
Enchantment

Removal
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Skrelv's Hive
At the beginning of your upkeep, you lose 1 life and create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This token can't block."
Corrupted — As long as an opponent has three or more poison counters, creatures you control with toxic have lifelink.
Corrupted — As long as an opponent has three or more poison counters, creatures you control with toxic have lifelink.
Enchantment

Tokens
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Nine Lives
Hexproof
If a source would deal damage to you, prevent that damage and put an incarnation counter on this enchantment.
When there are nine or more incarnation counters on this enchantment, exile it.
When this enchantment leaves the battlefield, you lose the game.
If a source would deal damage to you, prevent that damage and put an incarnation counter on this enchantment.
When there are nine or more incarnation counters on this enchantment, exile it.
When this enchantment leaves the battlefield, you lose the game.
Enchantment

Profane Tutor
Suspend 2— (Rather than cast this card from your hand, pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Search your library for a card, put that card into your hand, then shuffle.
Search your library for a card, put that card into your hand, then shuffle.
Sorcery

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

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"The deck wants to cast Zur as quickly as possible and use Zur's attack ability to start grabbing enchantments out of the library to lock down the game. We're focusing on putting pressure on people's mana through cards like Desolation, Mana Vortex, and Overburden. Once the coast is clear, we'll lock everyone down with one of the Stasis lock variations we have available to us and finish the game through a combination of commander damage, drain triggers (Sanctum of Stone Fangs, Underworld Dreams), and poison counters (Skrelv's Hive).\n\n\nUrza's Saga hits:\n\tTel-Jilad Stylus - A piece of our best stasis lock.\n\tVexing Bauble - Protects against Force effects. Disables our Fore of Will, Force of Negation, Fierce Guardianship.\n\tPeter Parker's Camera - Double Zur triggers to set up combos faster.\n\tSol Ring, Chrome Mox, Lotus Petal - If extra mana is needed. Probably grab something else though.\n\n\nWeaknesses:\n\t-Forced sacrifice\n\t\t-Grab Skrelv's Hive to give a token buffer.\n\t-Boardwipe, Enchantments\n\t\t-This is probably our biggest weakness. Hold up a counterspell whenever possible.\n\t-Boardwipe, Exile\n\t\t-Kaya's Ghostform will allow Zur to remain. If additional triggers are available early in the game, grab Kaya's Ghostform before Greater Auramancy hits the field.\n\n\nHold counterspells for boardwipes and immediate threats. Opponent board presence isn't very relevant. If problematic permanents land, grab an Oblivion Ring.\n\n\nPotent non-fetchable additions (tutor targets)\n\t-Decree of Silence (with Solemnity, closest the deck can get to a hard lock)\n\t-Delney, Streetwise Lookout (Allows for good parity-breaking stasis. If Vexing Bauble has already been fetched, Tel-Jilad Stylus needs to be drawn/tutored too.)\n\t-Glacial Chasm (permanent fog with Solemnity)\n\n\nBasic Fetchable Setup:\n\t-Desolation\n\t-Shielded by Faith\n\t-Greater Auramancy\n\t-Estrid's Invocation (Greater Auramancy)\n\n\t-If Delney is drawn/tutored, go for the Tel-Jilad Stylus / Stasis lock\n\t-If a Monolith is drawn/tutored, grab Power Artifact for infinite colorless mana\n\t-Is Decree of Silence is drawn/tutored, grab solemnity. (Will be difficult to cast without infinite colorless mana from Monolith/Power Artifact)\n\t-If Glacial Chasm is drawn, grab Solemnity.\n\t-If additional mana pressure is needed grab mana vortex, mana breach, overburden.\n\t-If someone is playing an artifact strategy, grab Stony Silence\n\t-If combat damage is a concern, grab energy field + rest in peace or solemnity + phyrexian unlife\n\t\t-Rest in Peace hates on graveyard strategies and fogs all damage\n\t\t-Solemnity hates on +1/+1 strategies and randomly hates other cards, but the effect isn't relevant until we're at 0 life which isn't ideal. Also combos with Glacial Chasm and Decree of Silence (both need to be drawn/tutored)\n\n\nGenerically good enchantments to grab when possible\n\t-Necropotence. Draw cards, especially once damage negation is on board. Energy Field will not negate the life loss. Phyrexian Unlife will effectively negate the damage.\n\t-Skrelv's Hive can put infect pressure on problematic players and start to clog the board\n\t-Aura of Silence taxes opponents' spells and can remove problematic cards\n\t-Sanctum of Stone Fangs / Underworld Dreams will add pressure during stasis lock, otherwise not super impactful\n\t-Aether Barrier will tax opponents' spells and start to pressure their board presence.\n\n\nPotential Issues with Stasis lock variations\n\t-Forsaken City / Stasis\n\t\t-Requires pitching 1 card per turn. We don't have much card draw so running out is very possible.\n\t-Tel-Jilad Stylus / Stasis / Zur\n\t\t-Without drawing Delney as well, this results in no more enchantments from Zur. More of a stall than a lock.\n\nCombos:\n\t-Energy Field + Rest in Peace\n\t-Basalt Monolith + Power Artifact\n\t-Grim Monolith + Power Artifact\n\t-Solemnity + Phyrexian Unlife\n\t-Solemnity + Decree of Silence\n\t-Solemnity + Glacial Chasm\n\t-Glacial Chasm + Solemnity\n\t-Stasis + Tel-Jilad Stylus + Zur\n\t-Stasis + Forsaken City\n"}]}






















































































