ingramConn@live.co.uk
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Commander
Size: 104Salt sum: 48.96
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Commander
Tymna the Weaver
Lifelink
At the beginning of each of your postcombat main phases, you may pay X life, where X is the number of opponents that were dealt combat damage this turn. If you do, draw X cards.
Partner (You can have two commanders if both have partner.)
At the beginning of each of your postcombat main phases, you may pay X life, where X is the number of opponents that were dealt combat damage this turn. If you do, draw X cards.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Cleric

Commander
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Anthem
Minthara, Merciless Soul
Minthara has ward , where X is the number of experience counters you have.
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, you get an experience counter.
Creatures you control get +1/+0 for each experience counter you have.
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, you get an experience counter.
Creatures you control get +1/+0 for each experience counter you have.
Legendary Creature - Cleric Elf

Anthem
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Blink
Blink
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Copy
Copy
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Drain
Drain
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Draw
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

Taborax, Hope's Demise
Flying
Taborax has lifelink as long as it has five or more +1/+1 counters on it.
Whenever another nontoken creature you control dies, put a +1/+1 counter on Taborax. If that creature was a Cleric, you may draw a card. If you do, you lose 1 life.
Taborax has lifelink as long as it has five or more +1/+1 counters on it.
Whenever another nontoken creature you control dies, put a +1/+1 counter on Taborax. If that creature was a Cleric, you may draw a card. If you do, you lose 1 life.
Legendary Creature - Demon Cleric

Twilight Prophet
Flying
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.
Creature - Vampire Cleric

Draw
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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
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Lifegain
Angel of Destiny
Flying, double strike
Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.
At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.
Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.
At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.
Creature - Cleric Angel

Guide of Souls
Whenever another creature you control enters, you gain 1 life and get (an energy counter).
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Creature - Human Cleric

Heliod, Sun-Crowned
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Legendary Creature Enchantment - God

Voice of the Blessed
Whenever you gain life, put a +1/+1 counter on this creature.
As long as this creature has four or more +1/+1 counters on it, it has flying and vigilance.
As long as this creature has ten or more +1/+1 counters on it, it has indestructible.
As long as this creature has four or more +1/+1 counters on it, it has flying and vigilance.
As long as this creature has ten or more +1/+1 counters on it, it has indestructible.
Creature - Cleric Spirit

Lifegain
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Protection
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

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
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Ramp
Ramp
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Recursion
Drana, the Last Bloodchief
Flying
Whenever Drana attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.
Whenever Drana attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.
Legendary Creature - Vampire Cleric

Recursion
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Removal
Ayli, Eternal Pilgrim
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
, Sacrifice another creature: You gain life equal to the sacrificed creature's toughness.
, Sacrifice another creature: Exile target nonland permanent. Activate only if you have at least 10 life more than your starting life total.
, Sacrifice another creature: You gain life equal to the sacrificed creature's toughness.
, Sacrifice another creature: Exile target nonland permanent. Activate only if you have at least 10 life more than your starting life total.
Legendary Creature - Cleric Kor

Removal
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Sorcery
Sorcery
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Tokens
Tokens
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Still need to cut 10 cards:"},{"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"i would very much value opinions "},{"insert":"\n\nA life gain / loss focused Cleric tribal, designed for the more casual play in my pod. Yes i know some people will see "},{"attributes":{"bold":true},"insert":"partner "},{"insert":"and more specifically"},{"insert":{"card-link":"Tymna the Weaver"}},{"insert":" "},{"attributes":{"italic":true,"bold":true},"insert":" "},{"insert":"and say it instantly cant be casual. But its cleric typal.. cmon.. \n\nFilled to the brim with soul sisters and their cousins, the aim is to gain as much life as quick as possible, to offset the damage you'll be taking from big threats and generally just existing.\n \nWin condition is supposed to be "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" from life gain combos and combat, we haven't got infinite recursion here in bracket 3 to make use of Aetherfluxes' exponential life gain a whole ton, but we should have enough passive life gain to maybe get one pay off, or at least threaten it... Maybe it is wishful thinking and the card slot would be better served with something else...\n\n A"},{"attributes":{"underline":true},"insert":" "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"LUCKY "},{"insert":{"card-link":"Angel of Destiny"}},{"insert":" can always be funny, but is going to be a big target, and make you an even larger target as soon as it hits the field "},{"attributes":{"bold":true},"insert":"(if it even gets to land)"},{"insert":". If it sticks though, and we have some damage on board, thats a nice amount of life gain to combo with our other win cons. \n\n "},{"insert":{"card-link":"Debt to the Deathless"}},{"insert":" / "},{"insert":{"card-link":"Vito, Thorn of the Dusk Rose"}},{"insert":" combo (or any life gain / drain), and generally trying to out survive other players until you can find the answer needed for the win.\n\nWe also have a number of stacking combat creatures in "},{"insert":{"card-link":"Voice of the Blessed"}},{"insert":" , "},{"insert":{"card-link":"Essence Channeler"}},{"insert":" , "},{"insert":{"card-link":"Elenda's Hierophant"}},{"insert":" and the old faithful of a turn 1 "},{"insert":{"card-link":"Serra Ascendant"}},{"insert":" to get the ball rolling early.\nNot to mention "},{"insert":{"card-link":"Heliod, Sun-Crowned"}},{"insert":"and "},{"insert":{"card-link":"Minwu, White Mage"}},{"insert":" to generally just buff up anything, or in the case of Minwu,"},{"attributes":{"italic":true,"bold":true},"insert":" Everything"},{"insert":" you might want whenever you gain life.\n\n I've gone quite removal / protection heavy for a casual deck to try and enable this strategy, and also as the other 3 players in my pod are significantly newer to MTG, they don't run nearly as much removal as needed, so often its me doing the removing of game ending threats.\n\nI've tried to intentionally not include the standard infinite life gain / drain combos, as my pod steers clear of infinites.\n"}]}



























































































