LorenaSun
823 views5 hrs ago
Commander
Size: 100Salt sum: 52.92
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{"ops":[{"attributes":{"bold":true},"insert":"~Power Level~"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\tBracket 2. This deck will fall behind against high B3 and above decks. It's fairly slow and can run into issues against super optimized decks. Also, this is a very much a \"let's see if this deck is possible (but still good)\" rather than \"let's make this deck super good and optimized toward the commander.\"\n\n"},{"attributes":{"bold":true},"insert":"~What is this?~"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\tI wanted to make a deck with "},{"insert":{"card-link":"Yue, the Moon Spirit"}},{"insert":" purely because I thought she was pretty cool and interesting, but I didn't want to break the bank doing so. Most of the extra turn cards are quite expensive (money-wise), and I wanted to try some shenanigans that you wouldn't often see in mono-blue. We're taking advantage of the fact that waterbending taps artifacts. So which artifacts can we tap and still get full value out of them? Equipments! Thus voltron Yue was born. After, it became a bit of a budgeting and value challenge; which equipments can provide the most value at a cheap (money) cost that synergize with Yue's ability to cast high cost noncreature spells? \n\t\t\tJust stacking a lot of +X/+X equipment didn't work that well, so the deck was pivoted toward card draw and trying to get high cost noncreature spells. Ofc, there still are some high damage equipments in here to pump Yue as well, but otherwise most of the artifacts are geared toward drawing cards or making waterbending 5 easier. The other cool thing with Yue is that you get to cast a lot of high cost enchantments for a low fee, something that can be hard to do in mono-blue. So what are we left with as a deck? Basically we have a voltron Yue as a semi-enchantress. \n\n"},{"attributes":{"bold":true},"insert":"~What is the game plan?~"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\tPlay artifacts early, get the ramp and untap creatures out if you can (try to have at least one untap creature), and get Yue out asap. Start waterbending with Yue soon if you got good high mv spells in hand. Once you get going and have more equipment (through copies usually), you can start using the untap creatures to waterbend twice every round. From there, it should be a bit clearer which route you may have to go to win, but it's also pretty touch-and-go as the game develops. You're aiming for a lot of draw and playing valuable enchantments! If that fails, you can still find value out of swinging with voltron Yue or making creatures through "},{"insert":{"card-link":"Shark Typhoon"}},{"insert":", "},{"insert":{"card-link":"Hermes, Overseer of Elpis"}},{"insert":", and "},{"insert":{"card-link":"The Mechanist, Aerial Artisan"}},{"insert":". \n\n"},{"attributes":{"bold":true},"insert":"How do I win?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are multiple ways you can win:\nThe most straight forward way is killing with commander damage via Yue. This can pretty easily be done with just "},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":", "},{"insert":{"card-link":"Brass Knuckles"}},{"insert":", and"},{"insert":{"card-link":"Eldrazi Conscription"}},{"insert":"(bonus if you can copy Blackblade or Eldrazi Con. using "},{"insert":{"card-link":"Masterwork of Ingenuity"}},{"insert":" or "},{"insert":{"card-link":"Storm of Saruman"}},{"insert":"). "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Another win-con is "},{"insert":{"card-link":"Shark Typhoon"}},{"insert":", which can get you a lot of flying sharks, some of which are quite high in power due to Yue waterbending out high mv spells. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Alternatively, decking yourself is another way to win, granted that you have "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":"and some ways to protect him and draw a lot of cards (mostly this strategy works thanks to "},{"insert":{"card-link":"Robe of the Archmagi"}},{"insert":", but also just stacking various card draw engines). "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Rite of Replication"}},{"insert":" is very game dependent on what creatures you and your opponents have on the board, but is able to win you the game in certain cases! You can waterbend it out with Yue during an opponent's end step, pay the additional cost on cast, and have these creatures ready to attack on your turn! Good creatures to copy from your board are: "},{"insert":{"card-link":"Grand Architect"}},{"insert":" (gives +6/+6 to all your other creatures, can make your colorless creatures blue, and greatly helps cast and equip equipments), "},{"insert":{"card-link":"Benevolent River Spirit"}},{"insert":" (just a lot of medium-powered flyers with ward and scry 2 etb), and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" (to greatly increase the chances of it staying on the board and in response to targeted removal). "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"When to Waterbend:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\tWaterbend is an activated ability in which you can instant cast. "},{"insert":{"card-link":"Yue, the Moon Spirit"}},{"insert":" has vigilance, so waterbending anytime after declaring her as an attacker is fine. However, ideally you'd want to waterbend in the end step of the player before you. This allows for less time for people to react/interact and also keep Yue as a blocker. Also keep in mind that you don't always have to waterbend a high mv spell; there are cases in which you may lack the mana to cast a counter spell or removal aura (e.g. "},{"insert":{"card-link":"Frogify"}},{"insert":") and you choose to waterbend that spell to make it either instant speed or to bypass your lack of mana! Most of the untap creatures allow you to untap a permanent, meaning that you are able to untap a land if necessary. \n\n"},{"attributes":{"bold":true},"insert":"~Strengths~"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"Low threat levels"},{"insert":": You probably won't be the big target at the table. There are also not a ton of interaction spells, so people won't have it out for you for just playing blue (hopefully).\t\t"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Power in noncreatures"},{"insert":": Much of your power is in artifacts or enchantments, which are less interacted with than creatures; furthermore, creature boardwipes aren't such a big deal for you. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Flying"},{"insert":": All of the creatures you will be attacking with have flying, which is advantageous. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Surprise!"},{"insert":": You're able to go from 0-100 pretty quickly, which can catch people by surprise."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Minimum interaction alternative wincon"},{"insert":": Decking yourself to win is a great way to "},{"attributes":{"strike":true},"insert":"lose friends"},{"insert":" win without interacting with seemingly untouchable players with big creatures or strong defensive utilities. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"~Weaknesses~"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"Card draw"},{"insert":": Despite a lot of card draw, this deck does have issues with getting draw up and rolling. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Low ramp"},{"insert":": Ramp is also quite low, so the early rounds will be slow. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Removal"},{"insert":": You are vulnerable to removal if you don't get hexproof and it will take a while to reequip Yue. "},{"insert":{"card-link":"Benevolent River Spirit"}},{"insert":" can be used as a bu voltron creature. Artifact and enchantment removal/hate will cripple you. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Low protection/defense"},{"insert":": While there are sources of hexproof, Yue is still pretty vulnerable. Additionally, you will lack blockers to defend yourself from damage. This can be slightly mitigated with "},{"insert":{"card-link":"Lulu, Stern Guardian"}},{"insert":", "},{"insert":{"card-link":"Hermes, Overseer of Elpis"}},{"insert":", and "},{"insert":{"card-link":"The Mechanist, Aerial Artisan"}},{"insert":", but won't absolve you from the problem. For specific situations, you may also use one of the untap creatures to tap an opponent's creature (e.g. "},{"insert":{"card-link":"Niblis of the Breath"}},{"insert":", "},{"insert":{"card-link":"Kelpie Guide"}},{"insert":", "},{"insert":{"card-link":"North Pole Patrol"}},{"insert":"), although these tend to have an additional cost/conditions."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Self-sabotage"},{"insert":": There is a danger of decking yourself if you don't have "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" yet or can't protect him. There is one sorcery to use in case this may happen, "},{"insert":{"card-link":"Game Plan"}},{"insert":", but using it will change the game for everyone at the table. If you draw a lot of cards and are unlucky enough to not get a no max hand card, then you have no recursion to get back spells you discard apart from "},{"insert":{"card-link":"Game Plan"}},{"insert":". "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Budget"},{"insert":": A lot of very good (but expensive) blue spells weren't added in order to keep the budget low."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"~Budget~"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\t~25-30 euros when optimized for cheap printings. Since it's not a super giga optimized for Yue deck, I didn't want to invest too much into it. Also I think cheap budget decks are great for being forced to explore synergies and lesser known cards! \n"}]}
Commander
Commander
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Copy
Copy
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Creature
Lulu, Stern Guardian
Whenever an opponent attacks you, choose target creature attacking you. Put a stun counter on that creature.
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Human Wizard

Creature
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Draw
Assassin Gauntlet
When this Equipment enters, attach it to up to one target creature you control. Tap all creatures target opponent controls.
Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, draw a card, then discard a card."
Equip
Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, draw a card, then discard a card."
Equip
Artifact - Equipment

Benevolent River Spirit
As an additional cost to cast this spell, waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Flying, ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When this creature enters, scry 2.
Flying, ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When this creature enters, scry 2.
Creature - Spirit

Goggles of Night
Whenever equipped creature deals combat damage to a player, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

The Magic Mirror
This spell costs less to cast for each instant and sorcery card in your graveyard.
You have no maximum hand size.
At the beginning of your upkeep, put a knowledge counter on The Magic Mirror, then draw a card for each knowledge counter on The Magic Mirror.
You have no maximum hand size.
At the beginning of your upkeep, put a knowledge counter on The Magic Mirror, then draw a card for each knowledge counter on The Magic Mirror.
Legendary Artifact

The Mechanist, Aerial Artisan
Whenever you cast a noncreature spell, create a Clue token. (It's an artifact with ", Sacrifice this token: Draw a card.")
: Until end of turn, target artifact token you control becomes a 3/1 Construct artifact creature with flying.
: Until end of turn, target artifact token you control becomes a 3/1 Construct artifact creature with flying.
Legendary Creature - Human Artificer Ally

The Unagi of Kyoshi Island
Flash
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Legendary Creature - Serpent

Vnwxt, Verbose Host
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
You have no maximum hand size.
Max speed — If you would draw a card, draw two cards instead.
You have no maximum hand size.
Max speed — If you would draw a card, draw two cards instead.
Legendary Creature - Homunculus

Waterbender Ascension
Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card.
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchantment

Draw
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Protection
Ring of Evos Isle
: Equipped creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's blue.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's blue.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Pump
Astrologian's Planisphere
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature."
Diana — Equip
Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature."
Diana — Equip
Artifact - Equipment

Pump
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Ramp
Ramp
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Recursion
Wizard's Spellbook
: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery.
1—9 | Copy that card. You may cast the copy.
10—19 | Copy that card. You may cast the copy by paying rather than paying its mana cost.
20 | Copy each card exiled with this artifact. You may cast any number of the copies without paying their mana costs.
1—9 | Copy that card. You may cast the copy.
10—19 | Copy that card. You may cast the copy by paying rather than paying its mana cost.
20 | Copy each card exiled with this artifact. You may cast any number of the copies without paying their mana costs.
Artifact - Book

Recursion
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Removal
Watery Grasp
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
Waterbend : Enchanted creature's owner shuffles it into their library. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchanted creature doesn't untap during its controller's untap step.
Waterbend : Enchanted creature's owner shuffles it into their library. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchantment - Aura

Removal
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Tokens
Tokens
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Untap
Untap
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Maybeboard
Acquisition Octopus
Whenever this creature or equipped creature deals combat damage to a player, draw a card.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Octopus

Anchor to Reality
As an additional cost to cast this spell, sacrifice an artifact or creature.
Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
Sorcery

Arm-Mounted Anchor
Equipped creature gets +2/+2 and has menace.
Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card.
Equip . This ability costs less to activate if you have one or fewer cards in hand.
Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card.
Equip . This ability costs less to activate if you have one or fewer cards in hand.
Artifact - Equipment

Crashing Wave
As an additional cost to cast this spell, waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Tap up to X target creatures, then distribute three stun counters among any number of tapped creatures your opponents control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tap up to X target creatures, then distribute three stun counters among any number of tapped creatures your opponents control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Sorcery

Eaten by Piranhas
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Enchantment - Aura

Ember Island Production
Choose one —
• Create a token that's a copy of target creature you control, except it's not legendary and it's a 4/4 Hero in addition to its other types.
• Create a token that's a copy of target creature an opponent controls, except it's not legendary and it's a 2/2 Coward in addition to its other types.
• Create a token that's a copy of target creature you control, except it's not legendary and it's a 4/4 Hero in addition to its other types.
• Create a token that's a copy of target creature an opponent controls, except it's not legendary and it's a 2/2 Coward in addition to its other types.
Sorcery

Leitmotif Composer
Whenever this creature deals combat damage to a player, draw a card.
Whenever you cast an instant or sorcery spell with mana value 5 or greater, create a token that's a copy of this creature.
: Creatures named Leitmotif Composer can't be blocked this turn.
Whenever you cast an instant or sorcery spell with mana value 5 or greater, create a token that's a copy of this creature.
: Creatures named Leitmotif Composer can't be blocked this turn.
Creature - Human Bard

Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Paleontologist's Pick-Axe
Whenever equipped creature attacks, draw a card, then discard a card.
Equip
Craft with one or more creatures (, Exile this artifact, Exile one or more creatures you control and/or creature cards from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Equip
Craft with one or more creatures (, Exile this artifact, Exile one or more creatures you control and/or creature cards from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Artifact - Equipment


Spirit Water Revival
As an additional cost to cast this spell, you may waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Sorcery

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"~Power Level~"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\tBracket 2. This deck will fall behind against high B3 and above decks. It's fairly slow and can run into issues against super optimized decks. Also, this is a very much a \"let's see if this deck is possible (but still good)\" rather than \"let's make this deck super good and optimized toward the commander.\"\n\n"},{"attributes":{"bold":true},"insert":"~What is this?~"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\tI wanted to make a deck with "},{"insert":{"card-link":"Yue, the Moon Spirit"}},{"insert":" purely because I thought she was pretty cool and interesting, but I didn't want to break the bank doing so. Most of the extra turn cards are quite expensive (money-wise), and I wanted to try some shenanigans that you wouldn't often see in mono-blue. We're taking advantage of the fact that waterbending taps artifacts. So which artifacts can we tap and still get full value out of them? Equipments! Thus voltron Yue was born. After, it became a bit of a budgeting and value challenge; which equipments can provide the most value at a cheap (money) cost that synergize with Yue's ability to cast high cost noncreature spells? \n\t\t\tJust stacking a lot of +X/+X equipment didn't work that well, so the deck was pivoted toward card draw and trying to get high cost noncreature spells. Ofc, there still are some high damage equipments in here to pump Yue as well, but otherwise most of the artifacts are geared toward drawing cards or making waterbending 5 easier. The other cool thing with Yue is that you get to cast a lot of high cost enchantments for a low fee, something that can be hard to do in mono-blue. So what are we left with as a deck? Basically we have a voltron Yue as a semi-enchantress. \n\n"},{"attributes":{"bold":true},"insert":"~What is the game plan?~"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\tPlay artifacts early, get the ramp and untap creatures out if you can (try to have at least one untap creature), and get Yue out asap. Start waterbending with Yue soon if you got good high mv spells in hand. Once you get going and have more equipment (through copies usually), you can start using the untap creatures to waterbend twice every round. From there, it should be a bit clearer which route you may have to go to win, but it's also pretty touch-and-go as the game develops. You're aiming for a lot of draw and playing valuable enchantments! If that fails, you can still find value out of swinging with voltron Yue or making creatures through "},{"insert":{"card-link":"Shark Typhoon"}},{"insert":", "},{"insert":{"card-link":"Hermes, Overseer of Elpis"}},{"insert":", and "},{"insert":{"card-link":"The Mechanist, Aerial Artisan"}},{"insert":". \n\n"},{"attributes":{"bold":true},"insert":"How do I win?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are multiple ways you can win:\nThe most straight forward way is killing with commander damage via Yue. This can pretty easily be done with just "},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":", "},{"insert":{"card-link":"Brass Knuckles"}},{"insert":", and"},{"insert":{"card-link":"Eldrazi Conscription"}},{"insert":"(bonus if you can copy Blackblade or Eldrazi Con. using "},{"insert":{"card-link":"Masterwork of Ingenuity"}},{"insert":" or "},{"insert":{"card-link":"Storm of Saruman"}},{"insert":"). "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Another win-con is "},{"insert":{"card-link":"Shark Typhoon"}},{"insert":", which can get you a lot of flying sharks, some of which are quite high in power due to Yue waterbending out high mv spells. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Alternatively, decking yourself is another way to win, granted that you have "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":"and some ways to protect him and draw a lot of cards (mostly this strategy works thanks to "},{"insert":{"card-link":"Robe of the Archmagi"}},{"insert":", but also just stacking various card draw engines). "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Rite of Replication"}},{"insert":" is very game dependent on what creatures you and your opponents have on the board, but is able to win you the game in certain cases! You can waterbend it out with Yue during an opponent's end step, pay the additional cost on cast, and have these creatures ready to attack on your turn! Good creatures to copy from your board are: "},{"insert":{"card-link":"Grand Architect"}},{"insert":" (gives +6/+6 to all your other creatures, can make your colorless creatures blue, and greatly helps cast and equip equipments), "},{"insert":{"card-link":"Benevolent River Spirit"}},{"insert":" (just a lot of medium-powered flyers with ward and scry 2 etb), and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" (to greatly increase the chances of it staying on the board and in response to targeted removal). "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"When to Waterbend:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\tWaterbend is an activated ability in which you can instant cast. "},{"insert":{"card-link":"Yue, the Moon Spirit"}},{"insert":" has vigilance, so waterbending anytime after declaring her as an attacker is fine. However, ideally you'd want to waterbend in the end step of the player before you. This allows for less time for people to react/interact and also keep Yue as a blocker. Also keep in mind that you don't always have to waterbend a high mv spell; there are cases in which you may lack the mana to cast a counter spell or removal aura (e.g. "},{"insert":{"card-link":"Frogify"}},{"insert":") and you choose to waterbend that spell to make it either instant speed or to bypass your lack of mana! Most of the untap creatures allow you to untap a permanent, meaning that you are able to untap a land if necessary. \n\n"},{"attributes":{"bold":true},"insert":"~Strengths~"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"Low threat levels"},{"insert":": You probably won't be the big target at the table. There are also not a ton of interaction spells, so people won't have it out for you for just playing blue (hopefully).\t\t"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Power in noncreatures"},{"insert":": Much of your power is in artifacts or enchantments, which are less interacted with than creatures; furthermore, creature boardwipes aren't such a big deal for you. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Flying"},{"insert":": All of the creatures you will be attacking with have flying, which is advantageous. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Surprise!"},{"insert":": You're able to go from 0-100 pretty quickly, which can catch people by surprise."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Minimum interaction alternative wincon"},{"insert":": Decking yourself to win is a great way to "},{"attributes":{"strike":true},"insert":"lose friends"},{"insert":" win without interacting with seemingly untouchable players with big creatures or strong defensive utilities. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"~Weaknesses~"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"Card draw"},{"insert":": Despite a lot of card draw, this deck does have issues with getting draw up and rolling. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Low ramp"},{"insert":": Ramp is also quite low, so the early rounds will be slow. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Removal"},{"insert":": You are vulnerable to removal if you don't get hexproof and it will take a while to reequip Yue. "},{"insert":{"card-link":"Benevolent River Spirit"}},{"insert":" can be used as a bu voltron creature. Artifact and enchantment removal/hate will cripple you. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Low protection/defense"},{"insert":": While there are sources of hexproof, Yue is still pretty vulnerable. Additionally, you will lack blockers to defend yourself from damage. This can be slightly mitigated with "},{"insert":{"card-link":"Lulu, Stern Guardian"}},{"insert":", "},{"insert":{"card-link":"Hermes, Overseer of Elpis"}},{"insert":", and "},{"insert":{"card-link":"The Mechanist, Aerial Artisan"}},{"insert":", but won't absolve you from the problem. For specific situations, you may also use one of the untap creatures to tap an opponent's creature (e.g. "},{"insert":{"card-link":"Niblis of the Breath"}},{"insert":", "},{"insert":{"card-link":"Kelpie Guide"}},{"insert":", "},{"insert":{"card-link":"North Pole Patrol"}},{"insert":"), although these tend to have an additional cost/conditions."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Self-sabotage"},{"insert":": There is a danger of decking yourself if you don't have "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" yet or can't protect him. There is one sorcery to use in case this may happen, "},{"insert":{"card-link":"Game Plan"}},{"insert":", but using it will change the game for everyone at the table. If you draw a lot of cards and are unlucky enough to not get a no max hand card, then you have no recursion to get back spells you discard apart from "},{"insert":{"card-link":"Game Plan"}},{"insert":". "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Budget"},{"insert":": A lot of very good (but expensive) blue spells weren't added in order to keep the budget low."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"~Budget~"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\t~25-30 euros when optimized for cheap printings. Since it's not a super giga optimized for Yue deck, I didn't want to invest too much into it. Also I think cheap budget decks are great for being forced to explore synergies and lesser known cards! \n"}]}














































































