MajorBuilder
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Commander
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{"ops":[{"attributes":{"background":"transparent","color":"#000000"},"insert":"The general gameplan when playing this deck is analogous to that of playing virtually any mono-blue deck: counter, control and draw. Your Commander is a powerful illusionary creature that, while he comes from humble beginnings as a 1/1, can quickly ramp into a 50/50 abomination that can crunch an opponent for lethal when the opportunity presents itself. Excessive draw spells facilitate this playstyle, adding counters to Toothy while keeping your hand full of controlling magic spells to defend him from threats and create openings. But while this is a respectable strategy on its own, this “protect-the-president” playstyle is merely a distraction from your true gameplan, something to fall back on if things go awry or to take advantage of if the moment arises. A ruse. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" "},{"insert":"\t\t\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"The best way to run Toothy, Imaginary Friend is not to lead with him at all, but to make people think you will. The excessive cards you draw will look like ways to merely buff him with +1/+1 counters, but in reality you’re filing away at your library, filling your hand with cards that let you win instantly if you can manage to draw everything in your deck. This is your primary win-condition: Laboratory Maniac and Jace, Wielder of Mysteries will automatically win you the game if they are on the board while you draw from an empty library, and Thassa’s Oracle can do much the same as well. While it sounds impossible to draw this many cards, it can in fact be easily achieved by turn five with the right hand: Enter the Infinite draws your entire library into your hand with one sorcery cast, both granting access to every spell in your deck while creating an easy win with a simple Thoracle cast; Leveller removes your entire library from the game when put into play, a high risk-reward move for a measly five colourless mana; or just draw your library out naturally with the influx of draw-themed spells in the deck, winning with one of the aforementioned strategies or with cards like Twenty-Toed Toad, who creates a win-con when attacking if you have twenty or more cards in hand. Psychosis Crawler gets an honourable mention here as an effective way to bleed opponents to death with mere card draw, which can compound with Enter the Infinite for an instant board-wide 100 damage proc. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" "},{"insert":"\t\t\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Your ability to control the board with this deck should not be understated either. Seven cheap counterspells allow you to manage the strength of your opponents, while cards like Cyclonic Rift and other removal spells bounce entire boardstates. Speaking of game changers, there are also seven – Rhystic Study, Consecrated Sphinx, The One Ring, Thassa’s Oracle, Mystical Tutor, Narset and the aforementioned Rift – and while game changers do not necessarily a great deck make, they give you a deadly edge if your primary win-con does not go to plan. I won’t go too in depth with the several combos in this deck, but they do exist and are effective as all combos are."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" Toothy is also not only a distraction from your main plan. His extreme damage-defense potential makes him an advantageous attacker or blocker depending on the opportunity. If he dies, you can draw cards equal to the counters that were placed on him, the power of which is obvious when combined with the primary win-con strategy. And I’ve used him to kill opponents with lethal damage more times than I can count. Is he perfect? Definitely not. Without a single keyword to his name (though flying can be given to him by other creatures), a 1/1 seagull can block a 90/90 attack from him. But he gets the job done. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" "},{"insert":"\t\t\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Besides Toothy’s lack of keywords, I’ll mention some other weaknesses in the deck for awareness’ sake. I haven’t included much ramp, which combined with a slightly sub-optimal CMC means that you will generally have slow beginnings in most of your games. While this deck performs pretty well against aggro, an extremely fast start from an opponent can leave you dead in the water. Wide board-states from opponents can be problematic as well, as most of the control spells included are single target, though cards like Engulf the Shore mitigate this weakness.. "},{"insert":"\n\n"}]}
Commander
Toothy, Imaginary Friend
Partner with Pir, Imaginative Rascal (When this creature enters, target player may put Pir into their hand from their library, then shuffle.)
Whenever you draw a card, put a +1/+1 counter on Toothy.
When Toothy leaves the battlefield, draw a card for each +1/+1 counter on it.
Whenever you draw a card, put a +1/+1 counter on Toothy.
When Toothy leaves the battlefield, draw a card for each +1/+1 counter on it.
Legendary Creature - Illusion

Commander
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Clones
Clones
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Counters
The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact

Counters
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Draw
Narset, Parter of Veils
Each opponent can't draw more than one card each turn.
−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Planeswalker - Narset

Proft's Eidetic Memory
When Proft's Eidetic Memory enters, draw a card.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Legendary Enchantment

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Twenty-Toed Toad
Your maximum hand size is twenty.
Whenever you attack with two or more creatures, put a +1/+1 counter on this creature and draw a card.
Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.
Whenever you attack with two or more creatures, put a +1/+1 counter on this creature and draw a card.
Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.
Creature - Wizard Frog

Draw
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Evasion
Thassa, God of the Sea
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
Legendary Creature Enchantment - God

Evasion
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Finisher
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

Finisher
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Instant
Instant
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Land
Land
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Protection
Illusionist's Gambit
Cast this spell only during the declare blockers step on an opponent's turn.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
Instant

Protection
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Ramp
Ramp
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Removal
Removal
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Theft
Theft
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Tokens
Chasm Skulker
Whenever you draw a card, put a +1/+1 counter on this creature.
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
Creature - Horror Squid

Tokens
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Tutor
Tutor
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Maybeboard
Thought Lash
Cumulative upkeep—Exile the top card of your library. (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 a player doesn't pay this enchantment's cumulative upkeep, that player exiles all cards from their library.
Exile the top card of your library: Prevent the next 1 damage that would be dealt to you this turn.
When a player doesn't pay this enchantment's cumulative upkeep, that player exiles all cards from their library.
Exile the top card of your library: Prevent the next 1 damage that would be dealt to you this turn.
Enchantment

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"background":"transparent","color":"#000000"},"insert":"The general gameplan when playing this deck is analogous to that of playing virtually any mono-blue deck: counter, control and draw. Your Commander is a powerful illusionary creature that, while he comes from humble beginnings as a 1/1, can quickly ramp into a 50/50 abomination that can crunch an opponent for lethal when the opportunity presents itself. Excessive draw spells facilitate this playstyle, adding counters to Toothy while keeping your hand full of controlling magic spells to defend him from threats and create openings. But while this is a respectable strategy on its own, this “protect-the-president” playstyle is merely a distraction from your true gameplan, something to fall back on if things go awry or to take advantage of if the moment arises. A ruse. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" "},{"insert":"\t\t\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"The best way to run Toothy, Imaginary Friend is not to lead with him at all, but to make people think you will. The excessive cards you draw will look like ways to merely buff him with +1/+1 counters, but in reality you’re filing away at your library, filling your hand with cards that let you win instantly if you can manage to draw everything in your deck. This is your primary win-condition: Laboratory Maniac and Jace, Wielder of Mysteries will automatically win you the game if they are on the board while you draw from an empty library, and Thassa’s Oracle can do much the same as well. While it sounds impossible to draw this many cards, it can in fact be easily achieved by turn five with the right hand: Enter the Infinite draws your entire library into your hand with one sorcery cast, both granting access to every spell in your deck while creating an easy win with a simple Thoracle cast; Leveller removes your entire library from the game when put into play, a high risk-reward move for a measly five colourless mana; or just draw your library out naturally with the influx of draw-themed spells in the deck, winning with one of the aforementioned strategies or with cards like Twenty-Toed Toad, who creates a win-con when attacking if you have twenty or more cards in hand. Psychosis Crawler gets an honourable mention here as an effective way to bleed opponents to death with mere card draw, which can compound with Enter the Infinite for an instant board-wide 100 damage proc. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" "},{"insert":"\t\t\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Your ability to control the board with this deck should not be understated either. Seven cheap counterspells allow you to manage the strength of your opponents, while cards like Cyclonic Rift and other removal spells bounce entire boardstates. Speaking of game changers, there are also seven – Rhystic Study, Consecrated Sphinx, The One Ring, Thassa’s Oracle, Mystical Tutor, Narset and the aforementioned Rift – and while game changers do not necessarily a great deck make, they give you a deadly edge if your primary win-con does not go to plan. I won’t go too in depth with the several combos in this deck, but they do exist and are effective as all combos are."},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" Toothy is also not only a distraction from your main plan. His extreme damage-defense potential makes him an advantageous attacker or blocker depending on the opportunity. If he dies, you can draw cards equal to the counters that were placed on him, the power of which is obvious when combined with the primary win-con strategy. And I’ve used him to kill opponents with lethal damage more times than I can count. Is he perfect? Definitely not. Without a single keyword to his name (though flying can be given to him by other creatures), a 1/1 seagull can block a 90/90 attack from him. But he gets the job done. "},{"insert":"\n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" "},{"insert":"\t\t\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Besides Toothy’s lack of keywords, I’ll mention some other weaknesses in the deck for awareness’ sake. I haven’t included much ramp, which combined with a slightly sub-optimal CMC means that you will generally have slow beginnings in most of your games. While this deck performs pretty well against aggro, an extremely fast start from an opponent can leave you dead in the water. Wide board-states from opponents can be problematic as well, as most of the control spells included are single target, though cards like Engulf the Shore mitigate this weakness.. "},{"insert":"\n\n"}]}






























































