zwithane
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Commander
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{"ops":[{"insert":"Rocco is cooking up a meal that should be shared, so once he's done cooking each of our creatures are going to bring a guest!\n\nWhat is this?\nThe goal is to get "},{"insert":{"card-link":"Wild Pair"}},{"insert":" onto the battlefield quickly, and then use the many cheap creatures that have a total p/t of 6 to turn the deck into a toolbox and grab the best 6 p/t creature for our situation. That can be removal for whatever the trickiest permanent is right now with "},{"insert":{"card-link":"Meteor Golem"}},{"insert":", "},{"insert":{"card-link":"Brutalizer Exarch"}},{"insert":", or "},{"insert":{"card-link":"Constricting Sliver"}},{"insert":". There's also the ability to interact with graveyards thanks to "},{"insert":{"card-link":"Tranquil Frillback"}},{"insert":". The deck has a little bit of trouble interacting with instants and sorceries, but anything on the battlefield or in the graveyard is fair game and we should always have the right silver bullet for it.\nHow do I get wild pair?\nEarly turns are focused on getting to the magic number of 6 mana, usually by hitting one piece of 2 mana ramp and one piece of 4 mana ramp, but 3 pieces of 2 mana can work in pinch. "},{"insert":{"card-link":"Tender Wildguide"}},{"insert":" is a highlight here, being good at the 2 and 4 mana mark and fixing colors. Also, check out "},{"insert":{"card-link":"Elemental Resonance"}},{"insert":". I wouldn't say it's the best, but such a cool design. Most of the ramp is at 4 or 5 p/t, they can mainly just grab each other and the moon blessed cleric, but I think it's neat tech and thematic. Some of the 4 p/t banishers like "},{"insert":{"card-link":"Brutal Cathar // Moonrage Brute"}},{"insert":" and "},{"insert":{"card-link":"Fiend Hunter"}},{"insert":" could be added to make this area of the deck do more work, but I believe it's serviceable, and slightly more focused, without them.\nIf we've hit our ramp on time then we should be able to cast "},{"insert":{"card-link":"Rocco, Cabaretti Caterer"}},{"insert":" for X = 3 on turn 4, fetching "},{"insert":{"card-link":"Moon-Blessed Cleric"}},{"insert":" and putting wild pair on top. Then cast wild pair on turn 5 and we're off to the races. If you got lucky with a 1 mana 6 p/t you can start getting valuable plays in the same turn that pair comes down.\nWhat do I tutor?\nThe first few tutors are probably going to be informed by what your opponents are doing and getting interaction, but after that your possibilities open up quite a bit. "},{"insert":{"card-link":"Reito Sentinel"}},{"insert":" and "},{"insert":{"card-link":"Sundering Archaic"}},{"insert":" are the deck's best recursion and can add resilience when facing down a lot of creature removal, the restock effect is probably better than a regrowth with the wild pair game plan, and they can hate out opponent's graveyards too. Otherwise "},{"insert":{"card-link":"Gruff Triplets"}},{"insert":" and "},{"insert":{"card-link":"Summon: Knights of Round"}},{"insert":" can set up a wide board of tokens that "},{"insert":{"card-link":"Goring Ceratops"}},{"insert":", "},{"insert":{"card-link":"Elvish Bard"}},{"insert":", and "},{"insert":{"card-link":"Moonshaker Cavalry"}},{"insert":" can turn into lethal swings.\nWait, Moonshaker Cavalry?\nThere's a couple of outliers on the p/t scale here thanks to one of my favorite includes that would have to be torn from this deck from my cold dead hands, "},{"insert":{"card-link":"Briarhorn"}},{"insert":". Flash for instant speed shenanigans, evoke to make it cheap and restockable, a stat line that fetches all of our relevant interaction, and if you order the triggers you can choose to fetch a 12 total p/t from the wild pair trigger instead of 6. I opted for Moonshaker Cavalry as an overrun effect and "},{"insert":{"card-link":"Impulsivity"}},{"insert":" for utility and flexibility, but the 12 p/t slot is packed with bombs and other options could perform better. Cheating out a brutalizer (or"},{"insert":{"card-link":"Formidable Speaker"}},{"insert":" , assuming I take it out of the maybeboard) to tutor briarhorn will probably be a common line and a good signal that you're ready to shuffle up and head to the next game.\nWhat are these Alt Packages?\nThe cool thing about wild pair as a build around is how many different ways it can be built. There's different effects and strengths to every p/t combo and different commanders or gameplans could still highlight wild pair but change the texture of the deck a lot. Consider how "},{"insert":{"card-link":"Anikthea, Hand of Erebos"}},{"insert":" would change the tutor plan, or for an example from our alt packages, what a more staxy list could look like. I added this maybeboard because I saw "},{"insert":{"card-link":"Realm Razer"}},{"insert":" and instantly fell in love. I think this version of the list could end up being very interesting, especially because once you have wild pair on the board, you can double spell cheap creatures off of only 3 or 4 mana which you should have from dorks and a couple land drops. I ultimately didn't go with that option because it would probably be less fun in general and mass land denial is some bracket 4 activity, but the option is there. Suggested adds that would help with this gameplan are appreciated.\nThe other Alt Package shows a different p/t combo that could be built around. I've managed to clean the combo up a bit since its first iteration and it's really growing on me, I might build a wild pair focused on 7p/t as well now.\n"}]}
Fanatic of Rhonas
: Add .
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake

2 mana ramp
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4 mana ramp
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Haliya, Guided by Light
Whenever Haliya or another creature or artifact you control enters, you gain 1 life.
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Legendary Creature - Human Soldier

Draw
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Salvation Swan
Flash
Flying
Whenever this creature or another Bird you control enters, exile up to one target creature you control without flying. Return it to the battlefield under its owner's control with a flying counter on it at the beginning of the next end step.
Flying
Whenever this creature or another Bird you control enters, exile up to one target creature you control without flying. Return it to the battlefield under its owner's control with a flying counter on it at the beginning of the next end step.
Creature - Cleric Bird

Sandstalker Moloch
Flash
When this creature enters, if an opponent cast a blue and/or black spell this turn, look at the top four cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
When this creature enters, if an opponent cast a blue and/or black spell this turn, look at the top four cards of your library. You may reveal a permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature - Lizard

FLASH!
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Impulsivity
When this creature enters, you may cast target instant or sorcery card from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
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.)
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 - Elemental Incarnation

Just get this with Briarhorn
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Land
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Sundering Archaic
Converge — When this creature enters, exile target nonland permanent an opponent controls with mana value less than or equal to the number of colors of mana spent to cast this creature.
: Put target card from a graveyard on the bottom of its owner's library.
: Put target card from a graveyard on the bottom of its owner's library.
Creature - Avatar

Library might be the best recursion
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Tutor
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Soultether Golem
Vanishing 1 (This creature enters with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever another creature you control enters, put a time counter on this creature.
Whenever another creature you control enters, put a time counter on this creature.
Creature Artifact - Golem

WP 6 Cheap
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WP 6 Removal
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Summon: Knights of Round
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.)
I, II, III, IV — Create three 2/2 white Knight creature tokens.
V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.
Indestructible
I, II, III, IV — Create three 2/2 white Knight creature tokens.
V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.
Indestructible
Creature Enchantment - Knight Saga

WP 6 value
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Alt Package - Stax
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Alt package - WP 7 energy combo
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Alt package - WP 7 Support
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Bronzehide Lion
: This creature gains indestructible until end of turn.
When this creature dies, return it to the battlefield. It's an Aura enchantment with enchant creature you control and ": Enchanted creature gains indestructible until end of turn," and it loses all other abilities.
When this creature dies, return it to the battlefield. It's an Aura enchantment with enchant creature you control and ": Enchanted creature gains indestructible until end of turn," and it loses all other abilities.
Creature - Cat

Constable of the Realm
Renown 2 (When this creature deals combat damage to a player, if it isn't renowned, put two +1/+1 counters on it and it becomes renowned.)
Whenever one or more +1/+1 counters are put on this creature, exile up to one other target nonland permanent until this creature leaves the battlefield.
Whenever one or more +1/+1 counters are put on this creature, exile up to one other target nonland permanent until this creature leaves the battlefield.
Creature - Soldier Giant

Duplicant
Imprint — When this creature enters, you may exile target nontoken creature.
As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.
As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.
Creature Artifact - Shapeshifter

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

Lost Auramancers
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this creature dies, if it had no time counters on it, you may search your library for an enchantment card, put it onto the battlefield, then shuffle.
When this creature dies, if it had no time counters on it, you may search your library for an enchantment card, put it onto the battlefield, then shuffle.
Creature - Human Wizard

Nacatl War-Pride
This creature must be blocked by exactly one creature if able.
Whenever this creature attacks, create X tokens that are copies of it and that are tapped and attacking, where X is the number of creatures defending player controls. Exile the tokens at the beginning of the next end step.
Whenever this creature attacks, create X tokens that are copies of it and that are tapped and attacking, where X is the number of creatures defending player controls. Exile the tokens at the beginning of the next end step.
Creature - Warrior Cat

Summon: Ixion
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield.
II, III — Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life.
First strike
I — Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield.
II, III — Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life.
First strike
Creature Enchantment - Saga Unicorn

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Rocco is cooking up a meal that should be shared, so once he's done cooking each of our creatures are going to bring a guest!\n\nWhat is this?\nThe goal is to get "},{"insert":{"card-link":"Wild Pair"}},{"insert":" onto the battlefield quickly, and then use the many cheap creatures that have a total p/t of 6 to turn the deck into a toolbox and grab the best 6 p/t creature for our situation. That can be removal for whatever the trickiest permanent is right now with "},{"insert":{"card-link":"Meteor Golem"}},{"insert":", "},{"insert":{"card-link":"Brutalizer Exarch"}},{"insert":", or "},{"insert":{"card-link":"Constricting Sliver"}},{"insert":". There's also the ability to interact with graveyards thanks to "},{"insert":{"card-link":"Tranquil Frillback"}},{"insert":". The deck has a little bit of trouble interacting with instants and sorceries, but anything on the battlefield or in the graveyard is fair game and we should always have the right silver bullet for it.\nHow do I get wild pair?\nEarly turns are focused on getting to the magic number of 6 mana, usually by hitting one piece of 2 mana ramp and one piece of 4 mana ramp, but 3 pieces of 2 mana can work in pinch. "},{"insert":{"card-link":"Tender Wildguide"}},{"insert":" is a highlight here, being good at the 2 and 4 mana mark and fixing colors. Also, check out "},{"insert":{"card-link":"Elemental Resonance"}},{"insert":". I wouldn't say it's the best, but such a cool design. Most of the ramp is at 4 or 5 p/t, they can mainly just grab each other and the moon blessed cleric, but I think it's neat tech and thematic. Some of the 4 p/t banishers like "},{"insert":{"card-link":"Brutal Cathar // Moonrage Brute"}},{"insert":" and "},{"insert":{"card-link":"Fiend Hunter"}},{"insert":" could be added to make this area of the deck do more work, but I believe it's serviceable, and slightly more focused, without them.\nIf we've hit our ramp on time then we should be able to cast "},{"insert":{"card-link":"Rocco, Cabaretti Caterer"}},{"insert":" for X = 3 on turn 4, fetching "},{"insert":{"card-link":"Moon-Blessed Cleric"}},{"insert":" and putting wild pair on top. Then cast wild pair on turn 5 and we're off to the races. If you got lucky with a 1 mana 6 p/t you can start getting valuable plays in the same turn that pair comes down.\nWhat do I tutor?\nThe first few tutors are probably going to be informed by what your opponents are doing and getting interaction, but after that your possibilities open up quite a bit. "},{"insert":{"card-link":"Reito Sentinel"}},{"insert":" and "},{"insert":{"card-link":"Sundering Archaic"}},{"insert":" are the deck's best recursion and can add resilience when facing down a lot of creature removal, the restock effect is probably better than a regrowth with the wild pair game plan, and they can hate out opponent's graveyards too. Otherwise "},{"insert":{"card-link":"Gruff Triplets"}},{"insert":" and "},{"insert":{"card-link":"Summon: Knights of Round"}},{"insert":" can set up a wide board of tokens that "},{"insert":{"card-link":"Goring Ceratops"}},{"insert":", "},{"insert":{"card-link":"Elvish Bard"}},{"insert":", and "},{"insert":{"card-link":"Moonshaker Cavalry"}},{"insert":" can turn into lethal swings.\nWait, Moonshaker Cavalry?\nThere's a couple of outliers on the p/t scale here thanks to one of my favorite includes that would have to be torn from this deck from my cold dead hands, "},{"insert":{"card-link":"Briarhorn"}},{"insert":". Flash for instant speed shenanigans, evoke to make it cheap and restockable, a stat line that fetches all of our relevant interaction, and if you order the triggers you can choose to fetch a 12 total p/t from the wild pair trigger instead of 6. I opted for Moonshaker Cavalry as an overrun effect and "},{"insert":{"card-link":"Impulsivity"}},{"insert":" for utility and flexibility, but the 12 p/t slot is packed with bombs and other options could perform better. Cheating out a brutalizer (or"},{"insert":{"card-link":"Formidable Speaker"}},{"insert":" , assuming I take it out of the maybeboard) to tutor briarhorn will probably be a common line and a good signal that you're ready to shuffle up and head to the next game.\nWhat are these Alt Packages?\nThe cool thing about wild pair as a build around is how many different ways it can be built. There's different effects and strengths to every p/t combo and different commanders or gameplans could still highlight wild pair but change the texture of the deck a lot. Consider how "},{"insert":{"card-link":"Anikthea, Hand of Erebos"}},{"insert":" would change the tutor plan, or for an example from our alt packages, what a more staxy list could look like. I added this maybeboard because I saw "},{"insert":{"card-link":"Realm Razer"}},{"insert":" and instantly fell in love. I think this version of the list could end up being very interesting, especially because once you have wild pair on the board, you can double spell cheap creatures off of only 3 or 4 mana which you should have from dorks and a couple land drops. I ultimately didn't go with that option because it would probably be less fun in general and mass land denial is some bracket 4 activity, but the option is there. Suggested adds that would help with this gameplan are appreciated.\nThe other Alt Package shows a different p/t combo that could be built around. I've managed to clean the combo up a bit since its first iteration and it's really growing on me, I might build a wild pair focused on 7p/t as well now.\n"}]}





































































































































