space_wizard
479 views16 days ago
Commander
Size: 100Salt sum: 36.72
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"The general game plan is to draw or mill one or more or the 6 spirit dragons and loop their death triggers repeatedly until we win. We have a legends matter and reanimater sub theme. We have a variety of clones and sacrifice outlets to accrue additional value. As a backup we can just attack with our flyers for a combat win.\n\nThe Legend Rule-\nThe legend rule is a important part of this deck. When you control more than one Legendary creature with the same name you sacrifice all but one. We combine this game rule with clones to use it as free sacrifice outlet for our spirit dragons. It is almost always correct to leave the clone on the battlefield so you can reanimate the actual card for a free sacrifice. \n\nMulligans-\nIn our opening hand we need ramp and a way to fill our graveyard. We also want a reanimate and a clone or sacrifice outlet but we can draw into those if we have card draw in hand. We almost always keep hands with either Relic of Legends or Honor-worn Shaku as they are our best ramp pieces. Teval is also a must keep if we have the mana to cast it. Openings with Entomb, a Reanimate and the mana to cast them are also good as we can grab Kura, Kairi, or Teval to start accruing value and setting up.\n\nGameplay-\nWe are a value deck. This deck is designed to play to the late game where we can get 3-5 spirit dragon deaths a turn. Even so we need to keep pushing toward winning. The spirit dragons have flying and Nashi has menace so we need to keep pressure on by attacking with evasive bodies before we sacrifice then for value. It is important to keep up blockers to avoid dying to more aggressive decks before we stabilize. We are weak to gravehate so avoid dumping your entire library into your graveyard. Save your removal for things that directly affect us, it is flexible but not efficient.\n\nThe Spirit Dragons-\nKokusho- This is our best dragon for closing the game. Every Kokusho is -5 for our opponents and +15 for us. It is only 10 Kokushos to win from starting life totals. This is usually lower due to incremental damage. and even a non-lethal Kokusho usually gives enough life to survive until the next turn for more loops.\nJunji- This is a very modal tool. Though not as good as Kokusho as closing games Junji can deal relevant damage while forcing our opponents to discard their entire hand or reanimate important value pieces like Drivnod or Erebos. Unfortunately we cannot reanimate our spirit dragons with Junji\nKeiga- This is an strong control piece. Keiga does have diminishing returns when looped several times but the first few can steal all the most powerful pieces from our opponents. In some cases stealing a commander can completely stop a deck. Keiga can be sacrificed at instant speed to stop most creatures from doing anything relevant.\nKairi- This is the best value spirit. Kairi is a part of all the loops that let us reuse clones many times over. It also fills our graveyard with dragons, clones, and reanimates. The other mode Is incredibly effective. Its the opposite of Keiga capable of clearing out small permanents and tokens with ease.\nJugan- This is basically discount Kokusho. Jugan can turn a non-lethal swing into lethal at instant speed. A very relevant thing to do is that you can cast Jugan with Nashi's ability and make enough clones to create lethal commander damage with only four Jugans.\nKura- This is a our land combo machine. The two main lines are to get dark depths and either Thespian Stage or Shifting Woodland to create a Marit Lage, or you can get the Tron lands for absurd mana generation. The X/X spirit mode is not irrelevant and is the primary option when repeatedly looping. \n\nLegendary Sorceries-\nNashi lets us cast these from our graveyard so we are not afraid to mill them. Yagmoth's Ville Offering and Karnis Temporal Sundering exile themselves so use them as discard fodder when possible and wait to cast them until you can take full advantage. Isildur's Fateful Strike is a solid removal spell and you can cast it again of of Nashi after casting from hand. The best of them is Kamahl's Druidic Vow. It does not exile itself so you can cast it once then use the ramp to cast it again off of Nashi the next turn for more mana. Be careful of counterspells and make sure X is at least 6 for maximum effect.\n\nSakashima-\nSometimes we want to break the legend rule to accrue additional value with out sacrifice outlets. For this we have Sakashima. Both Sakashimas allow use to break the legend rule and are castable off of Nashi. Sakashima of a Thousand Faces allows us to ignore the rule entirely if you have one or more clones of it out and Sakashima the Imposter allows for one extra copy while also allowing us to make clones of our opponents creatures.\n\nMarit Lage Combo-\nThere are three ways to remove the counters from Dark Depths.\nThespian Stage, Shifting Woodland, and Marchesa Resolute Monarch. Thespian Stage requires two land Drops and Shifting Woodland Requires that Dark Depths be in your graveyard. DO NOT do Dark Depths combo early. It puts you down on lands and if Marit Lage gets exiled you will probably lose.\n"}]}
Commander
(Ctrl to add secondary)
Sakashima of a Thousand Faces
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities.
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Rogue

Sakashima the Impostor
You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has ": Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."
Legendary Creature - Human Rogue

Copy
(Ctrl to add secondary)
Adrix and Nev, Twincasters
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Legendary Creature - Wizard Merfolk

Drivnod, Carnage Dominus
If a creature dying causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
, Exile three creature cards from your graveyard: Put an indestructible counter on Drivnod. ( can be paid with either or 2 life.)
, Exile three creature cards from your graveyard: Put an indestructible counter on Drivnod. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Doublers
(Ctrl to add secondary)
Braids, Arisen Nightmare
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
Legendary Creature - Nightmare

Erebos, Bleak-Hearted
Indestructible
As long as your devotion to black is less than five, Erebos isn't a creature.
Whenever another creature you control dies, you may pay 2 life. If you do, draw a card.
, Sacrifice another creature: Target creature gets -2/-1 until end of turn.
As long as your devotion to black is less than five, Erebos isn't a creature.
Whenever another creature you control dies, you may pay 2 life. If you do, draw a card.
, Sacrifice another creature: Target creature gets -2/-1 until end of turn.
Legendary Creature Enchantment - God

Draw
(Ctrl to add secondary)
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Susur Secundi, Void Altar
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
Land - Planet

Land
(Ctrl to add secondary)
Liliana the Repentant
Whenever another creature or planeswalker you control enters, mill two cards.
Exhaust — : Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter on Liliana. Activate only as a sorcery. (Activate each exhaust ability only once.)
Exhaust — : Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter on Liliana. Activate only as a sorcery. (Activate each exhaust ability only once.)
Legendary Creature - Human Warlock

Nashi, Searcher in the Dark
Menace
Whenever Nashi deals combat damage to a player, you mill that many cards. You may put any number of legendary and/or enchantment cards from among them into your hand. If you put no cards into your hand this way, put a +1/+1 counter on Nashi.
Whenever Nashi deals combat damage to a player, you mill that many cards. You may put any number of legendary and/or enchantment cards from among them into your hand. If you put no cards into your hand this way, put a +1/+1 counter on Nashi.
Legendary Creature - Wizard Rat Ninja

Shigeki, Jukai Visionary
, , Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Legendary Creature Enchantment - Druid Snake

Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk

Teval, the Balanced Scale
Flying
Whenever Teval attacks, mill three cards. Then you may return a land card from your graveyard to the battlefield tapped.
Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.
Whenever Teval attacks, mill three cards. Then you may return a land card from your graveyard to the battlefield tapped.
Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.
Legendary Creature - Dragon Spirit

Mill
(Ctrl to add secondary)
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

Kamahl's Druidic Vow
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Look at the top X cards of your library. You may put any number of land and/or legendary permanent cards with mana value X or less from among them onto the battlefield. Put the rest into your graveyard.
Look at the top X cards of your library. You may put any number of land and/or legendary permanent cards with mana value X or less from among them onto the battlefield. Put the rest into your graveyard.
Legendary Sorcery

Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

Ramp
(Ctrl to add secondary)
Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

Breach the Multiverse
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Sorcery

Goryo's Vengeance
Return target legendary creature card from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Necromancy
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
Enchantment

Recursion
(Ctrl to add secondary)
Awaken the Honored Dead
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target nonland permanent.
II — Mill three cards.
III — You may discard a card. When you do, return target creature or land card from your graveyard to your hand.
I — Destroy target nonland permanent.
II — Mill three cards.
III — You may discard a card. When you do, return target creature or land card from your graveyard to your hand.
Enchantment - Saga

Yawgmoth's Vile Offering
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Put up to one target creature or planeswalker card from a graveyard onto the battlefield under your control. Destroy up to one target creature or planeswalker. Exile Yawgmoth's Vile Offering.
Put up to one target creature or planeswalker card from a graveyard onto the battlefield under your control. Destroy up to one target creature or planeswalker. Exile Yawgmoth's Vile Offering.
Legendary Sorcery

Removal
(Ctrl to add secondary)
Kairi, the Swirling Sky
Flying, ward
When Kairi dies, choose one —
• Return any number of target nonland permanents with total mana value 6 or less to their owners' hands.
• Mill six cards, then return up to two instant and/or sorcery cards from your graveyard to your hand.
When Kairi dies, choose one —
• Return any number of target nonland permanents with total mana value 6 or less to their owners' hands.
• Mill six cards, then return up to two instant and/or sorcery cards from your graveyard to your hand.
Legendary Creature - Dragon Spirit

Kura, the Boundless Sky
Flying, deathtouch
When Kura dies, choose one —
• Search your library for up to three land cards, reveal them, put them into your hand, then shuffle.
• Create an X/X green Spirit creature token, where X is the number of lands you control.
When Kura dies, choose one —
• Search your library for up to three land cards, reveal them, put them into your hand, then shuffle.
• Create an X/X green Spirit creature token, where X is the number of lands you control.
Legendary Creature - Dragon Spirit

Spirit Dragon
(Ctrl to add secondary)
Dark Depths
Dark Depths enters with ten ice counters on it.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Legendary Snow Land

This Is Not A Land
(Ctrl to add secondary)
Analyze the Pollen
As an additional cost to cast this spell, you may collect evidence 8. (Exile cards with total mana value 8 or greater from your graveyard.)
Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
Sorcery

Traverse the Ulvenwald
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Sorcery

Tutor
(Ctrl to add secondary)
Ao, the Dawn Sky
Flying, vigilance
When Ao dies, choose one —
• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
When Ao dies, choose one —
• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
Legendary Creature - Dragon Spirit

Dance of the Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
Enchantment - Aura

Growing Rites of Itlimoc
When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
Legendary Enchantment


Hidetsugu and Kairi
Flying
When Hidetsugu and Kairi enters, draw three cards, then put two cards from your hand on top of your library in any order.
When Hidetsugu and Kairi dies, exile the top card of your library. Target opponent loses life equal to its mana value. If it's an instant or sorcery card, you may cast it without paying its mana cost.
When Hidetsugu and Kairi enters, draw three cards, then put two cards from your hand on top of your library in any order.
When Hidetsugu and Kairi dies, exile the top card of your library. Target opponent loses life equal to its mana value. If it's an instant or sorcery card, you may cast it without paying its mana cost.
Legendary Creature - Demon Dragon Ogre

Invasion of Fiora
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, choose one or both —
• Destroy all legendary creatures.
• Destroy all nonlegendary creatures.
When this Siege enters, choose one or both —
• Destroy all legendary creatures.
• Destroy all nonlegendary creatures.
Battle - Siege


Oubliette
When this enchantment enters, target creature phases out until this enchantment leaves the battlefield. Tap that creature as it phases in this way. (Auras and Equipment phase out with it. While permanents are phased out, they're treated as though they don't exist.)
Enchantment

Maybeboard
(Ctrl to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"The general game plan is to draw or mill one or more or the 6 spirit dragons and loop their death triggers repeatedly until we win. We have a legends matter and reanimater sub theme. We have a variety of clones and sacrifice outlets to accrue additional value. As a backup we can just attack with our flyers for a combat win.\n\nThe Legend Rule-\nThe legend rule is a important part of this deck. When you control more than one Legendary creature with the same name you sacrifice all but one. We combine this game rule with clones to use it as free sacrifice outlet for our spirit dragons. It is almost always correct to leave the clone on the battlefield so you can reanimate the actual card for a free sacrifice. \n\nMulligans-\nIn our opening hand we need ramp and a way to fill our graveyard. We also want a reanimate and a clone or sacrifice outlet but we can draw into those if we have card draw in hand. We almost always keep hands with either Relic of Legends or Honor-worn Shaku as they are our best ramp pieces. Teval is also a must keep if we have the mana to cast it. Openings with Entomb, a Reanimate and the mana to cast them are also good as we can grab Kura, Kairi, or Teval to start accruing value and setting up.\n\nGameplay-\nWe are a value deck. This deck is designed to play to the late game where we can get 3-5 spirit dragon deaths a turn. Even so we need to keep pushing toward winning. The spirit dragons have flying and Nashi has menace so we need to keep pressure on by attacking with evasive bodies before we sacrifice then for value. It is important to keep up blockers to avoid dying to more aggressive decks before we stabilize. We are weak to gravehate so avoid dumping your entire library into your graveyard. Save your removal for things that directly affect us, it is flexible but not efficient.\n\nThe Spirit Dragons-\nKokusho- This is our best dragon for closing the game. Every Kokusho is -5 for our opponents and +15 for us. It is only 10 Kokushos to win from starting life totals. This is usually lower due to incremental damage. and even a non-lethal Kokusho usually gives enough life to survive until the next turn for more loops.\nJunji- This is a very modal tool. Though not as good as Kokusho as closing games Junji can deal relevant damage while forcing our opponents to discard their entire hand or reanimate important value pieces like Drivnod or Erebos. Unfortunately we cannot reanimate our spirit dragons with Junji\nKeiga- This is an strong control piece. Keiga does have diminishing returns when looped several times but the first few can steal all the most powerful pieces from our opponents. In some cases stealing a commander can completely stop a deck. Keiga can be sacrificed at instant speed to stop most creatures from doing anything relevant.\nKairi- This is the best value spirit. Kairi is a part of all the loops that let us reuse clones many times over. It also fills our graveyard with dragons, clones, and reanimates. The other mode Is incredibly effective. Its the opposite of Keiga capable of clearing out small permanents and tokens with ease.\nJugan- This is basically discount Kokusho. Jugan can turn a non-lethal swing into lethal at instant speed. A very relevant thing to do is that you can cast Jugan with Nashi's ability and make enough clones to create lethal commander damage with only four Jugans.\nKura- This is a our land combo machine. The two main lines are to get dark depths and either Thespian Stage or Shifting Woodland to create a Marit Lage, or you can get the Tron lands for absurd mana generation. The X/X spirit mode is not irrelevant and is the primary option when repeatedly looping. \n\nLegendary Sorceries-\nNashi lets us cast these from our graveyard so we are not afraid to mill them. Yagmoth's Ville Offering and Karnis Temporal Sundering exile themselves so use them as discard fodder when possible and wait to cast them until you can take full advantage. Isildur's Fateful Strike is a solid removal spell and you can cast it again of of Nashi after casting from hand. The best of them is Kamahl's Druidic Vow. It does not exile itself so you can cast it once then use the ramp to cast it again off of Nashi the next turn for more mana. Be careful of counterspells and make sure X is at least 6 for maximum effect.\n\nSakashima-\nSometimes we want to break the legend rule to accrue additional value with out sacrifice outlets. For this we have Sakashima. Both Sakashimas allow use to break the legend rule and are castable off of Nashi. Sakashima of a Thousand Faces allows us to ignore the rule entirely if you have one or more clones of it out and Sakashima the Imposter allows for one extra copy while also allowing us to make clones of our opponents creatures.\n\nMarit Lage Combo-\nThere are three ways to remove the counters from Dark Depths.\nThespian Stage, Shifting Woodland, and Marchesa Resolute Monarch. Thespian Stage requires two land Drops and Shifting Woodland Requires that Dark Depths be in your graveyard. DO NOT do Dark Depths combo early. It puts you down on lands and if Marit Lage gets exiled you will probably lose.\n"}]}





















































































