Finite300805
1.8k views36 hrs ago
Commander
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{"ops":[{"insert":"\n"},{"attributes":{"bold":true},"insert":"Why Play Selvala?"},{"insert":"\n\n\tPrior to the 605.1a mana ability rules change, Selvala's ability was impossible to interact with because it was a mana ability. Today, while her ability now makes rounds of priority, it is still difficult to interact with when you're in a good spot because you can bury a response under more parleys. Selvala is a deceptive commander to people who have not seen her before. because of her card draw, she usually is allowed to stay out for a time, and once they want to kill her, it's probably too late. Play Selvala if you like explosive plays and love green. Don't play Selvala if you don't like "},{"insert":{"card-link":"Marvin, Murderous Mimic"}},{"insert":" /"},{"insert":{"card-link":"Pili-Pala"}},{"insert":" lines. This bracket 4 version of Selvala typically tries to get a win on turn 4.\n\n"},{"attributes":{"bold":true},"insert":"Selvala"},{"insert":"\n\n\tSelvala is a risky commander to play. Needing to tap means she really suffers when she gets removed—this is partially why haste enablers like "},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":" or "},{"insert":{"card-link":"Lavaspur Boots"}},{"insert":" shine in this deck. Her ability also draws "},{"attributes":{"italic":true},"insert":"everyone"},{"insert":" a card, so opponents could draw into their own wins. thankfully, this also means opponents draw into interaction to deal with those wins for you. Unfortunately, that interraction might get aimed at you. Selvala's biggest weaknesses are cards like "},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":" and "},{"insert":{"card-link":"Samut, Tyrant of Naktamun"}},{"insert":" . OBM can ping your whole board from a parley stack, and Samut can mean removal that you can't bury under a parley. When goldfishing or deckbuilding, know that a high bracket 4 parley typically nets you 3 green mana.\n\n"},{"attributes":{"bold":true},"insert":"Mulligan:"},{"insert":"\n\n\tA good opening hand looks like a turn 2 Selvala with some pieces to steer toward a combo on turn 3. Typically, this looks like 2 lands, a dork, a tutor or combo piece, and an untapper. \n\n"},{"attributes":{"bold":true},"insert":"Combo Lines:"},{"insert":"\n\n "},{"insert":{"card-link":"Marvin, Murderous Mimic"}},{"insert":" +"},{"insert":{"card-link":"Pili-Pala"}},{"insert":" Marvin is the best and most consistent combo line to go for. If possible, try for this. With a dork that produces 3 or more mana, you have infinite mana. without a dork, this usually combos with Selvala. When finding this line, look for Marvin first."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Umbral Mantle"}},{"insert":" Umbral mantle is usually the next best thing to try for. Mantle costs 3 to untap, making it little harder to get than Pili-Pala. With mantle, it's a lot better to have a dork first to get infinite mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" +"},{"insert":{"card-link":"Quirion Ranger"}},{"insert":" /"},{"insert":{"card-link":"Scryb Ranger"}},{"insert":" Ashaya makes all of your creatures forests, letting your rangers return themselves to hand to untap some mana producing source like a dork or Selvala. If you have a haste enabler like "},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":" , the rangers can tap for mana before returning to hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"How to Win:"},{"insert":"\n\nWith infinite mana, "},{"insert":{"card-link":"Walking Ballista"}},{"insert":" pings opponents to death.\nWith Selvala being able to untap infinitely, try to draw everyone out and cast "},{"insert":{"card-link":"Angel's Grace"}},{"insert":" before you deck yourself. \n\n"},{"attributes":{"bold":true},"insert":"Changes:"},{"insert":"\n"}]}
Combo pieces
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Angel's Grace
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Instant

Don't Lose
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Once Upon a Time
If this spell is the first spell you've cast this game, you may cast it without paying its mana cost.
Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Instant

Draw
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Turntimber Symbiosis
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
Sorcery


Land
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Glacial Chasm
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land

Tithe Taker
During your turn, spells your opponents cast cost more to cast and abilities your opponents activate cost more to activate unless they're mana abilities.
Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)
Afterlife 1 (When this creature dies, create a 1/1 white and black Spirit creature token with flying.)
Creature - Human Soldier

Protection
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Ramp
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Removal
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Tax Collector
When this creature enters, choose one —
• Tax — Until your next turn, spells your opponents cast cost more to cast.
• Arrest — Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
• Tax — Until your next turn, spells your opponents cast cost more to cast.
• Arrest — Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Creature - Human Advisor

Stax
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Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant

Tutor
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Legolas's Quick Reflexes
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Untap target creature. Until end of turn, it gains reach, hexproof, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Untap target creature. Until end of turn, it gains reach, hexproof, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Instant

Nature's Chosen
Enchant creature you control
: Untap enchanted creature. Activate only during your turn and only once each turn.
Tap enchanted creature: Untap target artifact, creature, or land. Activate only if enchanted creature is white and untapped and only once each turn.
: Untap enchanted creature. Activate only during your turn and only once each turn.
Tap enchanted creature: Untap target artifact, creature, or land. Activate only if enchanted creature is white and untapped and only once each turn.
Enchantment - Aura

Untap
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Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"\n"},{"attributes":{"bold":true},"insert":"Why Play Selvala?"},{"insert":"\n\n\tPrior to the 605.1a mana ability rules change, Selvala's ability was impossible to interact with because it was a mana ability. Today, while her ability now makes rounds of priority, it is still difficult to interact with when you're in a good spot because you can bury a response under more parleys. Selvala is a deceptive commander to people who have not seen her before. because of her card draw, she usually is allowed to stay out for a time, and once they want to kill her, it's probably too late. Play Selvala if you like explosive plays and love green. Don't play Selvala if you don't like "},{"insert":{"card-link":"Marvin, Murderous Mimic"}},{"insert":" /"},{"insert":{"card-link":"Pili-Pala"}},{"insert":" lines. This bracket 4 version of Selvala typically tries to get a win on turn 4.\n\n"},{"attributes":{"bold":true},"insert":"Selvala"},{"insert":"\n\n\tSelvala is a risky commander to play. Needing to tap means she really suffers when she gets removed—this is partially why haste enablers like "},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":" or "},{"insert":{"card-link":"Lavaspur Boots"}},{"insert":" shine in this deck. Her ability also draws "},{"attributes":{"italic":true},"insert":"everyone"},{"insert":" a card, so opponents could draw into their own wins. thankfully, this also means opponents draw into interaction to deal with those wins for you. Unfortunately, that interraction might get aimed at you. Selvala's biggest weaknesses are cards like "},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":" and "},{"insert":{"card-link":"Samut, Tyrant of Naktamun"}},{"insert":" . OBM can ping your whole board from a parley stack, and Samut can mean removal that you can't bury under a parley. When goldfishing or deckbuilding, know that a high bracket 4 parley typically nets you 3 green mana.\n\n"},{"attributes":{"bold":true},"insert":"Mulligan:"},{"insert":"\n\n\tA good opening hand looks like a turn 2 Selvala with some pieces to steer toward a combo on turn 3. Typically, this looks like 2 lands, a dork, a tutor or combo piece, and an untapper. \n\n"},{"attributes":{"bold":true},"insert":"Combo Lines:"},{"insert":"\n\n "},{"insert":{"card-link":"Marvin, Murderous Mimic"}},{"insert":" +"},{"insert":{"card-link":"Pili-Pala"}},{"insert":" Marvin is the best and most consistent combo line to go for. If possible, try for this. With a dork that produces 3 or more mana, you have infinite mana. without a dork, this usually combos with Selvala. When finding this line, look for Marvin first."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Umbral Mantle"}},{"insert":" Umbral mantle is usually the next best thing to try for. Mantle costs 3 to untap, making it little harder to get than Pili-Pala. With mantle, it's a lot better to have a dork first to get infinite mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" +"},{"insert":{"card-link":"Quirion Ranger"}},{"insert":" /"},{"insert":{"card-link":"Scryb Ranger"}},{"insert":" Ashaya makes all of your creatures forests, letting your rangers return themselves to hand to untap some mana producing source like a dork or Selvala. If you have a haste enabler like "},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":" , the rangers can tap for mana before returning to hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"How to Win:"},{"insert":"\n\nWith infinite mana, "},{"insert":{"card-link":"Walking Ballista"}},{"insert":" pings opponents to death.\nWith Selvala being able to untap infinitely, try to draw everyone out and cast "},{"insert":{"card-link":"Angel's Grace"}},{"insert":" before you deck yourself. \n\n"},{"attributes":{"bold":true},"insert":"Changes:"},{"insert":"\n"}]}











































































































