84 views6 months ago
Commander
Size: 100Salt sum: 39.27
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EvilerGoon

84 views6 months ago
Commander
Size: 100Salt sum: 39.27

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Shiko, Paragon of the Way
Flying, vigilance
When Shiko enters, exile target nonland card with mana value 3 or less from your graveyard. Copy it, then you may cast the copy without paying its mana cost. (A copy of a permanent spell becomes a token.)
Legendary Creature - Dragon Spirit
Shiko, Paragon of the Way (tdm) 223

Commander

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Academy Wall
Defender
Whenever you cast an instant or sorcery spell, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
Creature - Wall
Academy Wall (dmu) 41
Anticipate
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Anticipate (plst) M19-44
Big Score
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Big Score (soc) 237
Creative Technique
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.)
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Sorcery
Creative Technique (soc) 241
Expressive Iteration
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
Sorcery
Expressive Iteration (soc) 309
Fact or Fiction
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Instant
Fact or Fiction (woc) 90
Impulse
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Impulse (dmr) 287
Lórien Revealed
Draw three cards.
Islandcycling
(
, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Sorcery
Lórien Revealed (ltr) 60
Rush of Inspiration
Draw two cards. Then discard a card at random unless you pay
(two energy counters).
Instant
Rush of Inspiration // Crackling Falls (mh3) 257Rush of Inspiration // Crackling Falls (mh3) 257
Silundi Vision
Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Instant
Silundi Vision // Silundi Isle (znr) 80Silundi Vision // Silundi Isle (znr) 80
Stock Up
Look at the top five cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery
Stock Up (dft) 67

Draw

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Three Blind Mice
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create a 1/1 white Mouse creature token.
II, III — Create a token that's a copy of target token you control.
IV — Creatures you control get +1/+1 and gain vigilance until end of turn.
Enchantment - Saga
Three Blind Mice (woe) 35

Finisher

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Azorius Chancery
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Azorius Chancery (dsc) 261
Boros Garrison
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Boros Garrison (clu) 231
Cascade Bluffs
: Add
.
,
: Add
,
, or
.
Land
Cascade Bluffs (soc) 364
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (soc) 366
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (soc) 129
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (inr) 276
Ferrous Lake
,
: Add
.
Land
Ferrous Lake (soc) 370
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
Glittering Massif
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Mountain
Glittering Massif (soc) 376
Irrigated Farmland
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island
Irrigated Farmland (eoc) 162
Island
(
: Add
.)
Basic Land - Island
Island (sos) 275
Izzet Boilerworks
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Izzet Boilerworks (m3c) 350
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (sos) 278
Mystic Monastery
This land enters tapped.
: Add
,
, or
.
Land
Mystic Monastery (eoc) 170
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (soc) 388
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 (fic) 412
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (fic) 413
Riverpyre Verge
: Add
.
: Add
. Activate only if you control an Island or a Mountain.
Land
Riverpyre Verge (dft) 260
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (eoe) 256
Skycloud Expanse
,
: Add
.
Land
Skycloud Expanse (eoc) 181
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (cmm) 427
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (soc) 408
Sundown Pass
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Sundown Pass (sos) 264

Land

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Hydroelectric Specimen
Flash
When this creature enters, you may change the target of target instant or sorcery spell with a single target to this creature.
Creature - Weird
Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240

Protection

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Brass's Bounty
For each land you control, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Brass's Bounty (fdn) 190
Hit the Mother Lode
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery
Hit the Mother Lode (lci) 153

Ramp

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Arcane Bombardment
Whenever you cast your first instant or sorcery spell each turn, exile an instant or sorcery card at random from your graveyard. Then copy each card exiled with this enchantment. You may cast any number of the copies without paying their mana costs.
Enchantment
Arcane Bombardment (otc) 154
Archaeomancer
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Human Wizard
Archaeomancer (j25) 285
Ardent Elementalist
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Human Shaman
Ardent Elementalist (mid) 128
Izzet Chronarch
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Human Wizard
Izzet Chronarch (c17) 175
Kykar, Zephyr Awakener
Flying
Whenever you cast a noncreature spell, choose one —
• Exile another target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
• Create a 1/1 white Spirit creature token with flying.
Legendary Creature - Wizard Bird
Kykar, Zephyr Awakener (fdn) 122
Mnemonic Wall
Defender
When this creature enters, you may return target instant or sorcery card from your graveyard to your hand.
Creature - Wall
Mnemonic Wall (plst) IMA-67
Pinnacle Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Djinn Monk
Pinnacle Monk // Mystic Peak (mh3) 246Pinnacle Monk // Mystic Peak (mh3) 246
Shipwreck Dowser
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Wizard Merfolk
Shipwreck Dowser (j25) 354

Recursion

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Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
Sorcery
Austere Command (mkc) 56
Commit
Put target spell or nonland permanent into its owner's library second from the top.
Instant
Commit // Memory (lcc) 147
Council's Judgment
Will of the council — Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes.
Sorcery
Council's Judgment (otc) 79
Dismantling Wave
For each opponent, destroy up to one target artifact or enchantment that player controls.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, destroy all artifacts and enchantments.
Sorcery
Dismantling Wave (tdc) 112
Fiery Confluence
Choose three. You may choose the same mode more than once.
• Fiery Confluence deals 1 damage to each creature.
• Fiery Confluence deals 2 damage to each opponent.
• Destroy target artifact.
Sorcery
Fiery Confluence (cmm) 222
Neutralize
Counter target spell.
Cycling
(
, Discard this card: Draw a card.)
Instant
Neutralize (j22) 327
Prismari Command
Choose two —
• Prismari Command deals 2 damage to any target.
• Target player draws two cards, then discards two cards.
• Target player creates a Treasure token.
• Destroy target artifact.
Instant
Prismari Command (soc) 323
Rebuild
Return all artifacts to their owners' hands.
Cycling
(
, Discard this card: Draw a card.)
Instant
Rebuild (mh1) 66
Remand
Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.
Draw a card.
Instant
Remand (j25) 349
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
Spellgyre
Choose one —
• Counter target spell.
• Surveil 2, then draw two cards. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Instant
Spellgyre (blb) 72
Sundering Eruption
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Creatures without flying can't block this turn.
Sorcery
Sundering Eruption // Volcanic Fissure (mh3) 248Sundering Eruption // Volcanic Fissure (mh3) 248
Thing in the Ice
Defender
This creature enters with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from this creature. Then if it has no ice counters on it, transform it.
Creature - Horror
Thing in the Ice // Awoken Horror (inr) 460Thing in the Ice // Awoken Horror (inr) 460

Removal

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Aether Gale
Return six target nonland permanents to their owners' hands.
Sorcery
Aether Gale (cmm) 72
Distorting Wake
Return X target nonland permanents to their owners' hands.
Sorcery
Distorting Wake (c14) 107
Evacuation
Return all creatures to their owners' hands.
Instant
Evacuation (m3c) 184
Explosive Getaway
Exile up to one target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Explosive Getaway deals 4 damage to each creature.
Sorcery
Explosive Getaway (dft) 202
Perplexing Test
Choose one —
• Return all creature tokens to their owners' hands.
• Return all nontoken creatures to their owners' hands.
Instant
Perplexing Test (moc) 229
Starfall Invocation
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.)
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Sorcery
Starfall Invocation (blb) 34
Sublime Epiphany
Choose one or more —
• Counter target spell.
• Counter target activated or triggered ability.
• Return target nonland permanent to its owner's hand.
• Create a token that's a copy of target creature you control.
• Target player draws a card.
Instant
Sublime Epiphany (plst) M21-74
This Town Ain't Big Enough
This spell costs
less to cast if it targets a permanent you control.
Return up to two target nonland permanents to their owners' hands.
Instant
This Town Ain't Big Enough (otj) 74
Time Wipe
Return a creature you control to its owner's hand, then destroy all creatures.
Sorcery
Time Wipe (tdc) 308
Whelming Wave
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
Sorcery
Whelming Wave (cmr) 409

Repeatable

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Arcane Laboratory
Each player can't cast more than one spell each turn.
Enchantment
Arcane Laboratory (plst) 7ED-60
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 (znr) 4
Clarion Conqueror
Flying
Activated abilities of artifacts, creatures, and planeswalkers can't be activated.
Creature - Dragon
Clarion Conqueror (tdm) 377
Eidolon of Rhetoric
Each player can't cast more than one spell each turn.
Creature Enchantment - Spirit
Eidolon of Rhetoric (j22) 54
High Noon
Each player can't cast more than one spell each turn.
, Sacrifice this enchantment: It deals 5 damage to any target.
Enchantment
High Noon (otj) 15
Phyrexian Censor
Each player can't cast more than one non-Phyrexian spell each turn.
Non-Phyrexian creatures enter tapped.
Creature - Wizard Phyrexian
Phyrexian Censor (mom) 31
Rule of Law
Each player can't cast more than one spell each turn.
Enchantment
Rule of Law (m20) 35

Stax

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Gifts Ungiven
Search your library for up to four cards with different names and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.
Instant
Gifts Ungiven (2x2) 51
Idyllic Tutor
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Sorcery
Idyllic Tutor (thb) 24
Moon-Blessed Cleric
Divine Intervention — When this creature enters, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Creature - Human Cleric Elf
Moon-Blessed Cleric (dsc) 69
Solve the Equation
Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
Sorcery
Solve the Equation (stx) 54
Step Through
Return two target creatures to their owners' hands.
Wizardcycling
(
, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
Sorcery
Step Through (mh2) 392

Tutor

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Deck Info

Deck stats

21 pips - 17 cards
24 mana - 24 cards
53 pips - 36 cards
33 mana - 31 cards
0 pips - 0 cards
0 mana - 3 cards
21 pips - 15 cards
24 mana - 22 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
1 mana - 1 card
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"This deck is a control deck with a focus on grinding creature decks into dust. Many decks are completely useless with little to no creatures on board which is the board state most commonly achieved with this deck. This deck isn't insurmountable by any means but it can be frustrating for many players to play against. Use with caution if you care about friendships. \n \nThe main goals are as follows:\nStabilize the board as soon as possible. (People "},{"attributes":{"italic":true},"insert":"should"},{"insert":" be focusing a control deck in the early game but without too many early threats in this deck we can often fly under the radar.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Establish Key Value Loops"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Evacuation"}},{"insert":" returns "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" effects to our hand to recur our board clears turn after turn. "},{"insert":{"card-link":"Starfall Invocation"}},{"insert":" and "},{"insert":{"card-link":"Explosive Getaway"}},{"insert":" are especially handy but are sorcery speed. Also mass bouncing gets around protection, hexproof, and indestructible which certainly has its advantages. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Key Tip: You don't always have to wipe the board if you aren't the target. If someone is more threating than you allow them to be targeted instead of you. Instant speed interaction helps tremendously for politics. (ie. I won't bounce all your creatures if you don't attack me.)"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Additionally, looping "},{"insert":{"card-link":"Creative Technique"}},{"insert":" and "},{"insert":{"card-link":"Hit the Mother Lode"}},{"insert":" can be very effective at speeding up our gameplan. Creative Technique also is a very good political bargaining chip."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Commence Endgame"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Shiko, Paragon of the Way"}},{"insert":" has a funny interaction with "},{"insert":{"card-link":"Three Blind Mice"}},{"insert":" where it turns the saga into a token. The saga then can target itself with the 2nd and 3rd chapter to make copies of itself. This process eventually creates an army of gigantic blind mice after a few turns have past that can easily end games. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"The stax pieces that limit the amount of spells people cast (ie. "},{"insert":{"card-link":"Eidolon of Rhetoric"}},{"insert":" ) are used after the win condition is up and running to limit the amount of removal and win attempts that our opponents can respond with. It also protects against haste decks to an extent limiting how fast they can rebuild."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Backup win conditions include: Looping "},{"insert":{"card-link":"Fiery Confluence"}},{"insert":" or creating a large clone army through looping "},{"insert":{"card-link":"Sublime Epiphany"}},{"insert":". "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Important Notes: "},{"insert":"\nThe "},{"attributes":{"bold":true},"insert":"stax pieces"},{"insert":" in the deck are to be used "},{"attributes":{"bold":true},"insert":"only after the win condition is in play"},{"insert":" or to manage how many haste creatures enter the board after bouncing the board. If you try to play "},{"insert":{"card-link":"Shiko, Paragon of the Way"}},{"insert":" targeting "},{"insert":{"card-link":"Three Blind Mice"}},{"insert":" with "},{"insert":{"card-link":"Archon of Emeria"}},{"insert":" out you will exile your win condition only to realize that you can't cast it because you already cast Shiko."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck has no infinite combos technically. We don't win all in one turn, we simply generate nigh infinite value turn after turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"There are no perfect prison locks that the decks sets up and an important part of a game of MTG is ending the game. If you do not end the game quickly, you will lose friends or lose the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The primary weakness of the deck is creatureless combo decks and its slow early game. I will say that very few decks can pressure a 40 life total before the deck stabilizes the board but there will be games where the early aggression will add up and cross the finish line. The combo matchup is difficult and might require early stax pieces or holding the few counterspells in the deck for key targets."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Key Tip: Don't be afraid to blow up your board. This deck is super recursive and doesn't need much to be very effective and eventually generate a win. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"As a personal philosophy I don't think ramp is needed when you hit all your land drops. Plus, looping "},{"insert":{"card-link":"Big Score"}},{"insert":" and "},{"insert":{"card-link":"Hit the Mother Lode"}},{"insert":" are common lines."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Technically the deck is Bracket 3 due to "},{"insert":{"card-link":"Gifts Ungiven"}},{"insert":". This deck is easily Bracket 2 level but can also manage Bracket 3 with good matchups. The card can easily be substituted out for anything else."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"}]}
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