238 views2 months ago
Commander
Size: 100Salt sum: 29.87
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MisterEgg

238 views2 months ago
Commander
Size: 100Salt sum: 29.87

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Commander

Qty: 1 Price: $0.49
Angelic Harold
Flying
When Angelic Harold enters, you may put a name sticker on a nonland permanent you own.
Each creature you control with three or more words in its name gets +1/+1.
Legendary Creature - Angel Performer
Angelic Harold (unf) 506

Commander

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Artifact

Qty: 6 Price: $7.14
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (eoc) 53
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (ncc) 361
Bident of Thassa
Whenever a creature you control deals combat damage to a player, you may draw a card.
,
: Creatures your opponents control attack this turn if able.
Legendary Artifact Enchantment
Bident of Thassa (blc) 162
Sol Ring
: Add
.
Artifact
Sol Ring (ecc) 57
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (scd) 283
Wayfarer's Bauble
,
, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Wayfarer's Bauble (woc) 151

Artifact

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Creature

Qty: 36 Price: $238.62
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.
Creature - Cleric Angel
Angel of Destiny (pznr) 2p
Angel of Indemnity
Flying, lifelink
When this creature enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield.
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 - Warrior Angel
Angel of Indemnity (otc) 9
Angel of Invention
Flying, vigilance, lifelink
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
Other creatures you control get +1/+1.
Creature - Angel
Angel of Invention (tdc) 109
Angel of Jubilation
Flying
Other nonblack creatures you control get +1/+1.
Players can't pay life or sacrifice creatures to cast spells or activate abilities.
Creature - Angel
Angel of Jubilation (avr) 2
Angelic Field Marshal
Flying
Lieutenant — As long as you control your commander, this creature gets +2/+2 and creatures you control have vigilance.
Creature - Angel
Angelic Field Marshal (cmm) 13
Angelic Sell-Sword
Flying, vigilance
Whenever this creature or another nontoken creature you control enters, create a 1/1 red Mercenary creature token with "
: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Whenever this creature attacks, if its power is 6 or greater, draw a card.
Creature - Angel Mercenary
Angelic Sell-Sword (otc) 46
Avacyn, Angel of Hope
Flying, vigilance, indestructible
Other permanents you control have indestructible.
Legendary Creature - Angel
Avacyn, Angel of Hope (cmm) 14
Azor, the Lawbringer
Flying
When Azor enters, each opponent can't cast instant or sorcery spells during that player's next turn.
Whenever Azor attacks, you may pay
. If you do, you gain X life and draw X cards.
Legendary Creature - Sphinx
Azor, the Lawbringer (rix) 154
Battle Angels of Tyr
Flying, myriad
Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
Creature - Knight Angel
Battle Angels of Tyr (pclb) 9p
Bruna, the Fading Light
When you cast this spell, you may return target Angel or Human creature card from your graveyard to the battlefield.
Flying, vigilance
(Melds with Gisela, the Broken Blade.)
Legendary Creature - Angel Horror
Bruna, the Fading Light (inr) 14
Donal, Herald of Wings
Whenever you cast a nonlegendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn. (The copy becomes a token.)
Legendary Creature - Human Wizard
Donal, Herald of Wings (voc) 3
Emeritus of Ideation
Flying, ward

This creature enters prepared.
Whenever this creature attacks, you may exile eight cards from your graveyard. If you do, this creature becomes prepared.
Creature - Human Wizard
Emeritus of Ideation // Ancestral Recall (sos) 45
Errant and Giada
Flash
Flying
You may look at the top card of your library any time.
You may cast spells with flash or flying from the top of your library.
Legendary Creature - Human Angel
Errant and Giada (mom) 224
Falcon and Redwing
Flying
Whenever Falcon and Redwing deal combat damage to a player, create that many 1/1 white Bird creature tokens with flying, then put a +1/+1 counter on Falcon and Redwing.
Legendary Creature - Human Bird Hero
Falcon and Redwing (msc) 14
Giada, Font of Hope
Flying, vigilance
Each other Angel you control enters with an additional +1/+1 counter on it for each Angel you already control.
: Add
. Spend this mana only to cast an Angel spell.
Legendary Creature - Angel
Giada, Font of Hope (fdn) 141
Gisela, the Broken Blade
Flying, first strike, lifelink
At the beginning of your end step, if you both own and control Gisela and a creature named Bruna, the Fading Light, exile them, then meld them into Brisela, Voice of Nightmares.
Legendary Creature - Angel Horror
Gisela, the Broken Blade (inr) 24
Herald of Eternal Dawn
Flash (You may cast this spell any time you could cast an instant.)
Flying
You can't lose the game and your opponents can't win the game.
Creature - Angel
Herald of Eternal Dawn (fdn) 17
Herald of the Host
Flying, vigilance
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature - Angel
Herald of the Host (cmm) 30
Herald of War
Flying
Whenever this creature attacks, put a +1/+1 counter on it.
Angel spells and Human spells you cast cost
less to cast for each +1/+1 counter on this creature.
Creature - Angel
Herald of War (j25) 207
Highspire Bell-Ringer
Flying
The second spell you cast each turn costs
less to cast.
Creature - Djinn Monk
Highspire Bell-Ringer (tdm) 47
Kangee, Sky Warden
Flying, vigilance
Whenever Kangee attacks, attacking creatures with flying get +2/+0 until end of turn.
Whenever Kangee blocks, blocking creatures with flying get +0/+2 until end of turn.
Legendary Creature - Wizard Bird
Kangee, Sky Warden (cmr) 283
Kira, Great Glass-Spinner
Flying
Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability."
Legendary Creature - Spirit
Kira, Great Glass-Spinner (mma) 49
Malcolm, Alluring Scoundrel
Flash
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Legendary Creature - Pirate Siren
Malcolm, Alluring Scoundrel (lci) 63
Momo, Friendly Flier
Flying
The first non-Lemur creature spell with flying you cast during each of your turns costs
less to cast.
Whenever another creature you control with flying enters, Momo gets +1/+1 until end of turn.
Legendary Creature - Ally Bat Lemur
Momo, Friendly Flier (tla) 394
Mu Yanling, Wind Rider
When Mu Yanling enters, create a 3/2 colorless Vehicle artifact token with crew 1.
Vehicles you control have flying.
Whenever one or more creatures you control with flying deal combat damage to a player, draw a card.
Legendary Creature - Human Wizard Pilot
Mu Yanling, Wind Rider (dft) 52
Overlord of the Floodpits
Impending 4—
(If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Flying
Whenever this permanent enters or attacks, draw two cards, then discard a card.
Creature Enchantment - Avatar Horror
Overlord of the Floodpits (dsk) 68
Rinoa, Angel Wing
At the beginning of combat on your turn, creatures you control with flying get +1/+1 and gain vigilance until end of turn.
Whenever one or more attacking creatures you control die, you may return one of them to the battlefield tapped under its owner's control with a flying counter on it. Do this only once each turn.
Legendary Creature - Human Rebel Warlock
Rinoa, Angel Wing (fic) 450
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.)
Legendary Creature - Angel
Sephara, Sky's Blade (m20) 36
Siani, Eye of the Storm
Flying
Whenever Siani attacks, scry X, where X is the number of attacking creatures with flying.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Djinn Monk
Siani, Eye of the Storm (cmr) 95
Skyhunter Strike Force
Flying
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Lieutenant — As long as you control your commander, other creatures you control have melee.
Creature - Knight Cat
Skyhunter Strike Force (onc) 31
Steel-Plume Marshal
Flying
Whenever this creature attacks, other attacking creatures you control with flying get +2/+2 until end of turn.
Creature - Soldier Bird
Steel-Plume Marshal (scd) 35
Stormscape Familiar
Flying
White spells and black spells you cast cost
less to cast.
Creature - Bird
Stormscape Familiar (pls) 36
The Lord of the Eagles
Flash
This spell costs
less to cast, where X is the total power of creatures you control with flying.
Flying
Legendary Creature - Bird Noble
The Lord of the Eagles (hob) 46
Vulture, Feathered Fiend
Flying
Whenever one or more creatures you control with flying deal combat damage to a player, put a +1/+1 counter on each of those creatures and draw a card.
Legendary Creature - Human Artificer Villain
Vulture, Feathered Fiend (msc) 645
Warden of Evos Isle
Flying
Creature spells with flying you cast cost
less to cast.
Creature - Wizard Bird
Warden of Evos Isle (jmp) 191
Watcher of the Spheres
Flying
Creature spells with flying you cast cost
less to cast.
Whenever another creature you control with flying enters, this creature gets +1/+1 until end of turn.
Creature - Wizard Bird
Watcher of the Spheres (m21) 227

Creature

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Enchantment

Qty: 6 Price: $6.10
Air Nomad Legacy
When this enchantment enters, create a Clue token. (It's an artifact with "
, Sacrifice this token: Draw a card.")
Creatures you control with flying get +1/+1.
Enchantment
Air Nomad Legacy (tla) 206
Always Watching
Nontoken creatures you control get +1/+1 and have vigilance.
Enchantment
Always Watching (soi) 1
Coastal Piracy
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
Enchantment
Coastal Piracy (tle) 156
Favorable Winds
Creatures you control with flying get +1/+1.
Enchantment
Favorable Winds (scd) 52
Imprisoned in the Moon
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with "
: Add
" and loses all other card types and abilities.
Enchantment - Aura
Imprisoned in the Moon (inr) 69
Reconnaissance Mission
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Reconnaissance Mission (voc) 111

Enchantment

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Instant

Qty: 7 Price: $47.19
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 24
Hindering Light
Counter target spell that targets you or a permanent you control.
Draw a card.
Instant
Hindering Light (otp) 46
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (acr) 81
Settle the Wreckage
Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.
Instant
Settle the Wreckage (plst) XLN-34
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (dsc) 106
Unbreakable Formation
Creatures you control gain indestructible until end of turn.
Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
Instant
Unbreakable Formation (rvr) 32

Instant

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Land

Qty: 36 (37 w/ MDFC)Price: $262.24
Cave of the Frost Dragon
If you control two or more other lands, this land enters tapped.
: Add
.
: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
Land
Cave of the Frost Dragon (afr) 253
Celestial Colonnade
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
Land
Celestial Colonnade (who) 260
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (pmid) 260s
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (tmc) 67
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 220
Floodfarm Verge
: Add
.
: Add
. Activate only if you control a Plains or an Island.
Land
Floodfarm Verge (dsk) 259
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (eoc) 160
Hall of Storm Giants
If you control two or more other lands, this land enters tapped.
: Add
.
: Until end of turn, this land becomes a 7/7 blue Giant creature with ward
. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Land
Hall of Storm Giants (afr) 257
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (ecl) 265
Hengegate Pathway
: Add
.
Land
Hengegate Pathway // Mistgate Pathway (khm) 260Hengegate Pathway // Mistgate Pathway (khm) 260
Irrigated Farmland
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island
Irrigated Farmland (drc) 161
Island
(
: Add
.)
Basic Land - Island
Island (sos) 274
Meticulous Archive
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Island
Meticulous Archive (mkm) 264
Myriad Landscape
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Land
Myriad Landscape (ncc) 416
Nimbus Maze
: Add
.
: Add
. Activate only if you control an Island.
: Add
. Activate only if you control a Plains.
Land
Nimbus Maze (afc) 252
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (pneo) 271p
Plains
(
: Add
.)
Basic Land - Plains
Plains (sos) 272
Port Town
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Port Town (m3c) 364
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (mkc) 281
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (mh1) 244
Restless Anchorage
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 2/3 white and blue Bird creature with flying. It's still a land.
Whenever this land attacks, create a Map token.
Land
Restless Anchorage (plci) 280p
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (bbd) 84
Temple of Enlightenment
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Enlightenment (dsc) 308

Land

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Planeswalker

Qty: 2 Price: $8.48
Dovin, Grand Arbiter
+1: Until end of turn, whenever a creature you control deals combat damage to a player, put a loyalty counter on Dovin.
−1: Create a 1/1 colorless Thopter artifact creature token with flying. You gain 1 life.
−7: Look at the top ten cards of your library. Put three of them into your hand and the rest on the bottom of your library in a random order.
Legendary Planeswalker - Dovin
Dovin, Grand Arbiter (voc) 153
Serra the Benevolent
+2: Creatures you control with flying get +1/+1 until end of turn.
−3: Create a 4/4 white Angel creature token with flying and vigilance.
−6: You get an emblem with "If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead."
Legendary Planeswalker - Serra
Serra the Benevolent (mh1) 26

Planeswalker

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Sorcery

Qty: 6 Price: $6.80
Chart a Course
Draw two cards. Then discard a card unless you attacked this turn.
Sorcery
Chart a Course (fdn) 586
River's Rebuke
Return all nonland permanents target player controls to their owner's hand.
Sorcery
River's Rebuke (fdn) 595
Supreme Verdict
This spell can't be countered.
Destroy all creatures.
Sorcery
Supreme Verdict (clu) 211
Time Wipe
Return a creature you control to its owner's hand, then destroy all creatures.
Sorcery
Time Wipe (tdc) 308
Vanquish the Horde
This spell costs
less to cast for each creature on the battlefield.
Destroy all creatures.
Sorcery
Vanquish the Horde (tmc) 45
Winged Words
This spell costs
less to cast if you control a creature with flying.
Draw two cards.
Sorcery
Winged Words (jmp) 196

Sorcery

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Maybeboard

Qty: 10 Price: $24.46
Archon of Emeria
Flying
Each player can't cast more than one spell each turn.
Nonbasic lands your opponents control enter tapped.
Creature - Archon
Archon of Emeria (mb2) 4
Augusta, Order Returned
Flying, vigilance
Whenever Augusta attacks, each player exiles a card from their graveyard. When one or more nonland cards are exiled this way, put that many +1/+1 counters on target attacking creature.
Legendary Creature - Spirit Advisor
Augusta, Order Returned (soc) 11
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant
Dawn's Truce (blb) 9
Emeritus of Truce
When this creature enters, target player creates a 1/1 white and black Inkling creature token with flying. Then if an opponent controls more creatures than you, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Cleric Cat
Emeritus of Truce // Swords to Plowshares (sos) 13
Falcon, Joaquin Torres
Flying, lifelink
Battalion — Whenever Falcon and at least two other creatures attack, put a +1/+1 counter on him and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Legendary Creature - Human Bird Hero
Falcon, Joaquin Torres (msc) 593
Jocasta, Automaton Avenger
Flying
Whenever your commander deals combat damage to a player, put a +1/+1 counter on Jocasta.
Whenever you attack with your commander, if this card is in your graveyard, you may return it to the battlefield tapped and attacking.
Legendary Creature Artifact - Hero Robot
Jocasta, Automaton Avenger (msc) 108
Namor, Atlantean King
Flying
Whenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token.
Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn.
Legendary Creature - Merfolk Mutant Noble
Namor, Atlantean King (msc) 88
The Wondrous Wasp
Flash
Flying
Wasp's Sting — When The Wondrous Wasp enters, tap up to one target creature. It loses all abilities for as long as The Wondrous Wasp remains on the battlefield.
Legendary Creature - Human Hero
The Wondrous Wasp (msh) 84
Tomik, Distinguished Advokist
Flying
Lands on the battlefield and land cards in graveyards can't be the targets of spells or abilities your opponents control.
Your opponents can't play land cards from graveyards.
Legendary Creature - Human Advisor
Tomik, Distinguished Advokist (rvr) 31
Viv Vision, Teen Synthezoid
Flying
Cybernetic Senses — Whenever Viv Vision attacks, draw a card if her power is 4 or greater.
Power-up —
: Put two +1/+1 counters on Viv Vision. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Legendary Creature Artifact - Hero Robot
Viv Vision, Teen Synthezoid (msh) 256

Maybeboard

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Stickers

Qty: 10 Price: $10.02
Cool Fluffy Loxodon
— When this permanent leaves the battlefield, draw a card.
— Whenever a creature enters under your control, this permanent becomes a 13/13 Eldrazi creature in addition to its other types until end of turn.
— 4/2
— 5/6
Stickers
Cool Fluffy Loxodon (sunf) 28
Deep-Fried Plague Myr
— Whenever this creature attacks, scry 1.
— Whenever this permanent leaves the battlefield, you may destroy target artifact or enchantment.
— 4/5
— 8/4
Stickers
Deep-Fried Plague Myr (sunf) 14
Demonic Tourist Laser
— Outlast
(
,
: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
— When this permanent dies, you get seven
.
— 1/4
— 9/6
Stickers
Demonic Tourist Laser (sunf) 21
Familiar Beeble Mascot
— Whenever this creature attacks, untap target permanent.
— Whenever a creature enters under your control, creatures you control get +1/+1 until end of turn.
— 2/3
— 5/3
Stickers
Familiar Beeble Mascot (sunf) 24
Giant Mana Cake
— When this permanent leaves the battlefield, create two Food tokens. (They're artifacts with "
,
, Sacrifice this artifact: You gain 3 life.")
— When this permanent dies, destroy target nonland permanent.
— 3/3
— 6/2
Stickers
Giant Mana Cake (sunf) 25
Goblin Coward Parade
— Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
— When this permanent leaves the battlefield, you may destroy target creature with power 4 or greater.
— 2/3
— 8/4
Stickers
Goblin Coward Parade (sunf) 17
Playable Delusionary Hydra
—
: Draw a card, then discard a card.
— Whenever this creature attacks, you gain 3 life and draw a card.
— 1/5
— 4/4
Stickers
Playable Delusionary Hydra (sunf) 30
Sassy Gremlin Blood
— Whenever this creature attacks, create a Treasure token.
—
: Target creature gains flying until end of turn.
— 3/2
— 10/10
Stickers
Sassy Gremlin Blood (sunf) 34
Unstable Robot Dragon
—
: Switch this creature's power and toughness until end of turn.
— Whenever this creature attacks, it gets +5/+5 until end of turn.
— 3/2
— 2/7
Stickers
Unstable Robot Dragon (sunf) 47
Zombie Cheese Magician
— First strike
— Whenever this creature deals combat damage to a player, draw that many cards.
— 3/3
— 6/2
Stickers
Zombie Cheese Magician (sunf) 6

Stickers

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Deck Info

Deck stats

62 pips - 38 cards
32 mana - 32 cards
45 pips - 31 cards
22 mana - 22 cards
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
6 mana - 5 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Because why not build a deck with a silly restriction?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nSo let's talk Commander. As a whole I love this format but I have an issue: some commanders simply don't get love and I find that to be the un-set commanders 9 times out of 10. Frankly, I think a whole bunch of them need to experimented with because they tend to lead into being suggestive commanders. They don't outright say \"do this\" but moreso give you angles to go through. Today's commander is one of them and frankly one of the commanders with less than 10 decks on EDHREC when I write this description/primer: "},{"insert":{"card-link":"Angelic Harold"}},{"insert":"!\n\n(Side note: Why do I do this to myself?)\n\nI get why Angelic Harold is not a good card. I also get why he isn't popular. I understand the basics of cards in general and I get that all of the things this card does are minor. It's a minor boost to creatures with three or more words in their name and also name stickers which do so little that it's not funny. These are weaker things for sure but not unbuildable so here I am! I am the type of idiot who sees this and goes \"...okay it's 2 in the morning so why not?\"\n\nThe Deck Basics"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Angelic Harold is going to focus on his +1/+1 boost in this particular build. Name stickers are going to be incorporated since why have the option to do so but they are by no means the focus of the deck. I don't think they're good enough to justify it outside of a few and there is another issue:\n\n"},{"attributes":{"bold":true},"insert":"We are stuck with 3 of 10 Sticker Sheets we bring into the game. We cannot add more into the game, we can't recycle the stickers. Harold's ETB will only fully successfully resolve 9 times in a single game. "},{"insert":"This is something different in the scheme of things. I have never seen a card with such a stringent amount of uses for something so incredibly minor. Sure, you can't draw more than your deck but when I play a card with \"When this creature enters, draw a card.\" I can realistically flicker it at least 10 times and still often have cards left in library to allow me to flicker it again. Harold, however, does not.\n\nSo, with this in mind, we're playing around the name boost and we are doing another restriction: Flying tribal.\n\nBut why Flying Tribal?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There are four main reasons:\nWe have a deck here which is something we don't really see often. As a result, we need a direction to go with it that is something that I feel is going to either interest someone enough to boost this commander's popularity OR be something that at least I will enjoy."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Azorius is the colour with a lot of flyers, a lot of them happen to also be three or more words long in terms of their name (think of all the Angel of X or Angel of Y cards, even Giada, Font of Hope fits the criteria)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"We need to be able to utilise the boost as much as we can and having a bunch of evasive creatures will allow us to potentially use the boost more since we'll be able to swing and hopefully not be blocked. Flyers also have a lot of ways of either reducing costs OR having aggressive bodies that can swing often enough to cause issues for our opponent."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"And honestly this is just me... I want Azorius Angels to be a thing, or at least a subtheme of a deck until we get a true commander that would make for the best leader for the deck. For context, I wanted to build Giada, Font of Hope but then they released a Secret Lair Pre-Constructed Deck for her and it drained my interest in it. All of a sudden, there seemed to be a \"intended\" or \"solved\" way of building Giada and honestly I don't like that. I have this issue compounded too when Zada gets their Secret Lair deck later this year since I also have been piloting this deck for 10 years and now all that brewing I did when Zada first got printed is overtaken by WOTC. Am I saying it's a good reason? No... but I might as well take my grief and be constructive with it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"With this in mind, I want to discuss our cards... why delay the bit we need to know.\n\nCard Choices"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nCreatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Before we start diving head first into the creatures, I want to highlight that we used the ability of Angelic Harold as a form of restriction for ourselves. Every single card in the deck, creature wise, has at least three or more words in their name. Well, one doesn't but it's simply too good to ignore and will do more for us than the +1/+1 boost that other two -word named fliers will grant us.\n\nSure, you could add cards like"},{"insert":{"card-link":"Empyrean Eagle"}},{"insert":" or"},{"insert":{"card-link":"Thunderclap Wyvern"}},{"insert":" into the deck no problem and they might even enhance the deck more than some of the cards in this deck but this is a silver border deck. We want to keep the essence of the silver border playing with aspects of Magic the Gathering that we don't usually play with as the forefront. If I wanted generic Azorius fliers, there are options but if I want to have a challenge and produce a deck that I will happily go into detail about... Then we built around providing such a deck.\n\nAnyways, let's go into the card by card.\n\n"},{"insert":{"card-link":"Momo, Friendly Flier"}},{"insert":" - We don't tend to see a lot of Lemurs, let alone flying ones, so Momo's cost reduction simply becomes a generic creature reduction. Notably, this is the only way the deck can get Angelic Harold on the board on Turn 2 and as such makes Momo technically the best one drop the deck can ever ask for. \n\n"},{"insert":{"card-link":"Giada, Font of Hope"}},{"insert":" - Giada will not always be tapped for mana, unlike a deck where she is the commander. However, I don't think it is necessary for the deck to tap her down every turn. If anything, Giada is a mana dork we can use for aggression when we need too and that is fine. Her ability to have angels enter with additional +1/+1 counters makes it worth it enough given we have a lot of high end Angels.\n\n"},{"insert":{"card-link":"Malcolm, Alluring Scoundrel"}},{"insert":" - Having a source of card draw on an evasive body is something we love to see, especially when it's on a low coated creature. Sure, Malcolm can't case spells for free until later in the game but most often than not you are not aiming to even get to that point. We simply want to be able to go through our deck and draw more cards and in doing so find more aggressive threats to put onto the board. Malcolm fills that role very well for us and also trades up with an X/3 when we have our commander out which is something that cannot be ignored (especially when we are working with a commander with such a low deck total to play with).\n\n"},{"insert":{"card-link":"Stormscape Familiar"}},{"insert":" - The one flier that doesn't fit the name convention but offers us too much to ignore. For two mana, Stormscape Familiar reduces all of our white spells by 1 mana. A lot of our top end is white creatures and when we go through them you'll quickly understand why we'd like them on the battlefield earlier than expected.\n\n"},{"insert":{"card-link":"Watcher of the Spheres"}},{"insert":" - Another cost reducer is always nice. Momo and Watcher of the Spheres both get bigger with the more fliers we're able to play so we are more than happy to keep the low costs of our deck swinging as often as possible.\n\n"},{"insert":{"card-link":"Errant and Giada"}},{"insert":" - Since we have such a high amount of fliers, we might as well take advantage of it. Errant and Giada giving us extra tools. Errant and Giada basically makes our maximum hand size 8 which is something that we will definitely take. Not only that but it's potentially a spell that isn't gonna be subject to discard spells so that's at least something.\n\n"},{"insert":{"card-link":"Falcon and Redwing"}},{"insert":" are somehow the perfect addition Marvel could have given us. Sure, the tokens made aren't exactly, wordy like the creatures in the library but I don't wanna pull hairs when this single card can enable our deck to go-wide should we need to either get damage in on everyone OR if we don't want to make any enemies in particular.\n\n"},{"insert":{"card-link":"Highspire Bell-Ringer"}},{"insert":" is the kind of jank that this deck looks at and goes... yea, sure. It's incidental value for the most part and while it's not a lot, having an extra one mana off the bigger bombs of the deck is not something we can sneer at.\n\n"},{"insert":{"card-link":"Kira, Great Glass-Spinner"}},{"insert":" is generic protection for our creatures and fits into the deck archetype really well considering it's got the perfect length of name.\n\n"},{"insert":{"card-link":"Rinoa, Angel Wing"}},{"insert":" is a card I honestly didn't realise was printed. The fact it's an anthem for our deck is incredible, the fact it makes our creatures both attackers and blockers thanks to vigilance is also really really good. The fact our attacking creatures come back if they die for the first time tho? Insane value for us.\n\n"},{"insert":{"card-link":"Skyhunter Strike Force"}},{"insert":" is a card I've wanted to have a home for a while. Melee is a very good ability in terms of stats boost but I never found a home for this card before. Now, in this deck tho... this can make our swings do a fair chunk of damage per swing.\n\n"},{"insert":{"card-link":"Warden of Evos Isle"}},{"insert":" is a obligatory mana-cost reductor. If you're on flyers, you have no reason not to run this card.\n\n"},{"insert":{"card-link":"Angel of Jubilation"}},{"insert":" is a card I wish I could cut, honestly I do. I don't rate it as highly as other cards but I also can't deny that the situations in which Angel of Jubilation can prevent you losing the game do exist and are in-fact rather common. Off the top of my head I can think of many popular cards this single creature completely stops.\n"},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Goblin Bombardment"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Necropotence"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Anything using Phyrexian Mana like "},{"insert":{"card-link":"Gitaxian Probe"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Fetch lands like "},{"insert":{"card-link":"Windswept Heath"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Any free sac outlet like "},{"insert":{"card-link":"Viscera Seer"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I can't deny that this card does a lot in the situations where it comes up, which unfortunately are ones I play against often. She's just good, it's this deck version of "},{"insert":{"card-link":"Yasharn, Implacable Earth"}},{"insert":" in that Yasharn is the Selesnya answer to shutting off decks that heavily rely on treasure tokens. I wish I could remove it, I truly do but alas I'm stuck with her.\n\n"},{"insert":{"card-link":"Angelic Field Marshal"}},{"insert":" is one of the better Lieutenant cards in the game and especially so in this deck, it and our commander are basically a two card overrun. +3/+3 to any flyer is scary, +3/+3 to 99% of our in library Flies... oh boy.\n\n"},{"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":" is just solid card draw, treasure generation and life gain that hits like a truck since it has myriad AND the tokens it makes are copies of it which coincidentally include a name that's long enough to get the buff of our commander. Honestly it might be the scariest four drop to drop after Harold.\n\n"},{"insert":{"card-link":"Donal, Herald of Wings"}},{"insert":" does not copy everything in our deck since our decks runs a lot of legends and he in and of himself cannot fly. However... two copies of Warden of Evos Isle or Watcher of the Spheres or even Stormscape Familiar make it so every spell costs 2 less as long as it's a flying creature. Sure the copy is a 1/1 for something like Battle Angels of Tyr (which is relevant) but it's also a free body which will carry the same effect as the original. I honestly can't hate the value.\n\n"},{"insert":{"card-link":"Gisela, the Broken Blade"}},{"insert":" is here cause yes are running "},{"insert":{"card-link":"Brisela, Voice of Nightmares"}},{"insert":". Any deck that allows me to run an Eldrazi abomination and isn't Eldrazi Tribal is welcome in my book. Outside of that... Gisela is just a super decently valued body in the deck. It's thematical, it's horrifying and Brisela is an actual nightmare for our opponents so hey... we take it all in a single card.\n\n"},{"insert":{"card-link":"Mu Yanling, Wind Rider"}},{"insert":" is not here for the token, she's here cause she's card draw that can net us three cards a turn if we hit all opponents. Hell, as far as we're concerned she can just crew the vehicle which becomes yet another flier.\n\n"},{"insert":{"card-link":"Siani, Eye of the Storm"}},{"insert":" is usually the partner commander to "},{"insert":{"card-link":"Eligeth, Crossroads Augur"}},{"insert":". The issue here is that I simply don't think Eligeth is worth running. We're not super heavy into scry so Eligeth really doesn't draw us that many cards. Siani on the other hand is just good value. Scrying 3 or 4 cards each turn allows us to filter card draws and sometimes that can be life and death.\n\n"},{"insert":{"card-link":"Vulture, Feathered Fiend"}},{"insert":" is a card I didn't expect to see in Marvel. I didn't expect any Spider-Men alumni frankly considering they had an entire set dedicated to the webcrawler. All being said however, Vulture is a psuedo-anthem and a card draw engine which is always nice to see. It's extra redunency at the end of the day but redundency we want.\n\n"},{"insert":{"card-link":"Angel of Destiny"}},{"insert":" is in here because it's PTSD for me. I remember losing to this card and it sucks, it truly does. Still, having a player removal button is something we can enjoy and something that might come in handy.\n\n"},{"insert":{"card-link":"Angel of Invention"}},{"insert":" is not the best angel but it has a lot of keywords, can be really big and buffs the board. It could be a lot worse.\n\n"},{"insert":{"card-link":"Angelic Sell-Sword"}},{"insert":" is a potential card to cut but I honestly like it, the buffing for the Mercenaries isn't that bad and they serve as ground blockers in a pinch. Sell-Sword being able to potentially draw us cards is better than nothing.\n\n(Btw, if you're reading this now. I will be filling this in later. Don't worry, I have not forgotten Angelic Harold.)\n\n\nHistorical Cuts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This section is for the cards that have been cut over the time editing the deck. I don't see why we should remove them simply cause they're not in the deck anymore and in your meta these cards might be good for what you're aiming for.\n"},{"insert":{"card-link":"Reidane, God of the Worthy // Valkmira, Protector's Shield"}},{"insert":" is honestly not the best card in the deck. Body wish it's a solid attacker and blocker but the Snow Lands part of it's ability doesn't come up as much as I would hope since not everyone is on the Snow Basics bandwagon. The last bit tho is really good, it keeps a lot of board clears being expensive which is something we are very weak too so it is a plus. I personally cut it once the first full Marvel set came out for "},{"insert":{"card-link":"Falcon and Redwing"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cynette, Jelly Drover"}},{"insert":" didn't do enough to justify it being in the deck. It was cute to just give a +1/+1 anthem but other cards at four mana were simply doing more for me in testing. I cut it for another blue card in "},{"insert":{"card-link":"Vulture, Feathered Fiend"}},{"insert":" because not only did it buff creatures for us but also drew us cards which is value we simply can't ignore."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Shepherd of the Cosmos"}},{"insert":" was cute but man was it too much mana even foretold to justify over other flying creatures. "},{"insert":{"card-link":"The Lord of the Eagles"}},{"insert":" is having a trial run in the deck in it's place despite my trepidations as noted in the Maybes section of the primer. I simply don't think it being in the deck for now justifies it moving out of the Maybes zone fully so I'll keep my reasoning here for now."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Maybes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is the section for cards I'm on the fence of including. By all means, include them if you think they will be good but I'm just not fully convinced on them.\nLet me just get the two Hobbit birds out of the way. "},{"insert":{"card-link":"Most Decrepit Old Bird // Speak Secrets"}},{"insert":" and "},{"insert":{"card-link":"The Lord of the Eagles"}},{"insert":" both caught my eye during spoiler season, especially with the fact they could be big flies for the deck but honestly I prefer flying creatures with more utility to the deck. Just being a big dumb bird was simply not enough criteria to justify a spot in the deck. It's possible that Lord of the Eagles makes it in simply due to how much power it has and the fact we can confidentially cast him for 2 mana but god I am still not entirely convinced that the Big Bird does enough, nor that we can protect it well enough to keep it for a whole turn let alone a cycle. (Yes it has reach but I suspect Lord of Eagles would die on our upkeep way too much)."},{"attributes":{"list":"ordered"},"insert":"\n\n"}]}
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