goldengobo
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Commander
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{"ops":[{"insert":"Flying typal - fairly slow but you have options to stop early offense as well as a curse to incentivize ppl to focus whoever is ahead and a nice stax package generally able to slow down most popular archetypes just enough that it doesn't make you a target while giving you much needed time. \n\n\nthe tutor suite is well there to hold everything together despites unlucky hands and can force politics and break problematic cards. draw is good but with double strike becomes ungodly. \n\n\nSuper state/umezawa's jitte is there for a surprise voltron kill on the entire table from kangee alone with any double strike enabler. \n\n\nto make the lifelink theme a bit more consistent against commander damage I put in gravitational shift in but if your that \"person\" you could swap for tamiyo, with kangee's buff it shouldn't matter to much but kangee and shift does big / wide. One of the only mass shrinks + anthem in the entire game. \n\n\noverwhelming splendor is purely for the last few turns of the game combined with archon and medomai resulting in a clean sweep also useful for burn / chaos engines. \n\n\nultima can help stop counterspells forcing sup optimal play for anyone trying to hold mana use that 2nd main phase and use ultima to target the islands then do your plays. \n\n\ncloudflare value is sparse but dangerous allowing fast recursion to the hand skipping the grave and with active ward protection you will grind through most removal suites and allows finality counters to be cleaned away amassing a bird army slowly but surely. tutors should allow you to get sword fairly quickly and start swinging at whoever doesn't have a flyer if not you got a pillowfort package to find. \n\n\ntutoring for superstate will make you a target so make sure you can follow through if you do commit to it ordric + sephra + counterspells + phase. \n\n\nthe recursion avenues allow for a multi layer of creatures artifacts and enchantments with tutors that can find them. \n\n\nafter a few games ppl will know what your game is and you may find riptide laboratory as the best tolaria west target as opposed to recursion/draw/pump because the deck while it does function fine without it does cripple is to about 30% but your stax package should be able to do the same to them. \n\n\n\ngoad from bident can break stalls but stax walls will end in disappointment but is a upsidoe if it's been recently bounced into your hand from cloud flare and someone is building up a engine.\n\n\nyou have few removal/counter spells mystic sanctuary should be held onto if possible but there is a bounce land, if needed showing a swords vs using a swords can equal the same value from a personal viewpoint the bounce is there purely for the superstate kill to land. \n\n\nif someone is playing a goad deck you can if needed educate ppl that your stax walls make it so they don't actually have to attack, if your the one selected you should also just blame the goad player for whoever you attack. \n\n\nOne last tid bit is that drift of phantasms should always be in the grave he gives you repeated access to every type of advantage or tool you need, if staring down some unholy aggression with kangee he is a 0/7 flyer so pretty beefy as a last ditch play for something that got reanimated i guess. \n"}]}
Anthem
Kangee's Lieutenant
Flying
Whenever this creature attacks, attacking creatures with flying get +1/+1 until end of turn.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Whenever this creature attacks, attacking creatures with flying get +1/+1 until end of turn.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Soldier Bird

Odric, Lunarch Marshal
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
Legendary Creature - Human Soldier

Anthem
(CTRL to add secondary)
Draw
Aerial Extortionist
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Creature - Soldier Bird

Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer

Kastral, the Windcrested
Flying
Whenever one or more Birds you control deal combat damage to a player, choose one —
• You may put a Bird creature card from your hand or graveyard onto the battlefield with a finality counter on it.
• Put a +1/+1 counter on each Bird you control.
• Draw a card.
Whenever one or more Birds you control deal combat damage to a player, choose one —
• You may put a Bird creature card from your hand or graveyard onto the battlefield with a finality counter on it.
• Put a +1/+1 counter on each Bird you control.
• Draw a card.
Legendary Creature - Bird Scout

Draw
(CTRL to add secondary)
Finisher
Finisher
(CTRL to add secondary)
Jitte politics
Umezawa's Jitte
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Legendary Artifact - Equipment

Jitte politics
(CTRL to add secondary)
Land
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
(CTRL to add secondary)
Protection
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Sephara, Sky's Blade
You may pay and tap four untapped creatures you control with flying rather than pay this spell's mana cost.
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Legendary Creature - Angel

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
(CTRL to add secondary)
Proxy politics
Proxy politics
(CTRL to add secondary)
Pump
Super State
Enchant creature you control
Enchanted creature has base power and toughness 9/9 and has flying, first strike, trample, and haste.
Whenever enchanted creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Enchanted creature has base power and toughness 9/9 and has flying, first strike, trample, and haste.
Whenever enchanted creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Legendary Enchantment - Aura

Pump
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
Sword of Light and Shadow
Equipped creature gets +2/+2 and has protection from white and from black.
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
Artifact - Equipment

Recursion
(CTRL to add secondary)
Removal
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Removal
(CTRL to add secondary)
Stax
Stax
(CTRL to add secondary)
Tokens
Kykar, Zephyr Awakener
Flying
Whenever you cast a noncreature spell, choose one —
• Exile another target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
• Create a 1/1 white Spirit creature token with flying.
Whenever you cast a noncreature spell, choose one —
• Exile another target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
• Create a 1/1 white Spirit creature token with flying.
Legendary Creature - Wizard Bird

Tokens
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Flying typal - fairly slow but you have options to stop early offense as well as a curse to incentivize ppl to focus whoever is ahead and a nice stax package generally able to slow down most popular archetypes just enough that it doesn't make you a target while giving you much needed time. \n\n\nthe tutor suite is well there to hold everything together despites unlucky hands and can force politics and break problematic cards. draw is good but with double strike becomes ungodly. \n\n\nSuper state/umezawa's jitte is there for a surprise voltron kill on the entire table from kangee alone with any double strike enabler. \n\n\nto make the lifelink theme a bit more consistent against commander damage I put in gravitational shift in but if your that \"person\" you could swap for tamiyo, with kangee's buff it shouldn't matter to much but kangee and shift does big / wide. One of the only mass shrinks + anthem in the entire game. \n\n\noverwhelming splendor is purely for the last few turns of the game combined with archon and medomai resulting in a clean sweep also useful for burn / chaos engines. \n\n\nultima can help stop counterspells forcing sup optimal play for anyone trying to hold mana use that 2nd main phase and use ultima to target the islands then do your plays. \n\n\ncloudflare value is sparse but dangerous allowing fast recursion to the hand skipping the grave and with active ward protection you will grind through most removal suites and allows finality counters to be cleaned away amassing a bird army slowly but surely. tutors should allow you to get sword fairly quickly and start swinging at whoever doesn't have a flyer if not you got a pillowfort package to find. \n\n\ntutoring for superstate will make you a target so make sure you can follow through if you do commit to it ordric + sephra + counterspells + phase. \n\n\nthe recursion avenues allow for a multi layer of creatures artifacts and enchantments with tutors that can find them. \n\n\nafter a few games ppl will know what your game is and you may find riptide laboratory as the best tolaria west target as opposed to recursion/draw/pump because the deck while it does function fine without it does cripple is to about 30% but your stax package should be able to do the same to them. \n\n\n\ngoad from bident can break stalls but stax walls will end in disappointment but is a upsidoe if it's been recently bounced into your hand from cloud flare and someone is building up a engine.\n\n\nyou have few removal/counter spells mystic sanctuary should be held onto if possible but there is a bounce land, if needed showing a swords vs using a swords can equal the same value from a personal viewpoint the bounce is there purely for the superstate kill to land. \n\n\nif someone is playing a goad deck you can if needed educate ppl that your stax walls make it so they don't actually have to attack, if your the one selected you should also just blame the goad player for whoever you attack. \n\n\nOne last tid bit is that drift of phantasms should always be in the grave he gives you repeated access to every type of advantage or tool you need, if staring down some unholy aggression with kangee he is a 0/7 flyer so pretty beefy as a last ditch play for something that got reanimated i guess. \n"}]}




















































































