Soleface
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Commander
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{"ops":[{"insert":"The way this deck works is basically "},{"attributes":{"bold":true},"insert":"Cantrips"},{"insert":". \n\n"},{"attributes":{"bold":true},"insert":"Full disclosure: you can "},{"attributes":{"underline":true,"bold":true},"insert":"only"},{"attributes":{"bold":true},"insert":" reuse spells that"},{"attributes":{"underline":true,"bold":true},"insert":" target"},{"attributes":{"bold":true},"insert":" your own creatures, including your commander. "},{"insert":"\n\nYou would rely on your Commander Miku (Feather, the redeemed) to rush you to victory by slinging spells and reusing them to your advantage.\n\nSome spells also get triggered because of this, granting bonuses. \n\nNow, because of this, people would want to focus on destroying your commander as soon as possible. \n\n"},{"attributes":{"underline":true},"insert":"The solution? Spells that protect them, such as:"},{"insert":"\nBoon of Safety"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Valorous Stance"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Blessed Hippogriff's Instant (You can reuse this)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Swiftfoot Boots/Lightning Greaves (You'd equip greaves to protect, then equip to another creature to grant spells to your commander) "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThese are just some of the many protection spells in your arsenal.\n\nYou will also have "},{"attributes":{"underline":true},"insert":"some"},{"insert":" equipment to help your commander stay buffed.\n\nDealing with an exile creature or exile all creatures? Not a problem; you have spells like Mana Tithe or Eerie Interlude that will protect you from these crippling plays.\n\nThere are also a few board wipes at your disposal. You can protect yourself from them, so why not give those players a taste of their own medicine? \n\n\"Wait, if I wanna save repeatable spells, how will that work against a max hand of 7 car-\" "},{"attributes":{"bold":true},"insert":"RELIQUARY TOWER"},{"insert":"\n\nOr dispose of stuff you don't need; you truly won't need everything for the whole game, but as mentioned, Reliquary Tower is there just in case you get anxious. \n\nNow, let's say you aren't able to protect your commander and it dies; there are some cheap graveyard recursion in the deck, so if you land them, send the commander to the graveyard and bring them back. Otherwise, that commander tax is REALLY going to hurt.\n\nThe goal is to save as much untapped mana as you can for your spells as long as possible and cast your commander as early as possible to stack commander damage. \n\nI will be updating this as it goes, so expect to see it change over time. Goodluck! \n"}]}
Commander
Feather, the Redeemed
Flying
Whenever you cast an instant or sorcery spell that targets a creature you control, exile that card instead of putting it into your graveyard as it resolves. If you do, return it to your hand at the beginning of the next end step.
Whenever you cast an instant or sorcery spell that targets a creature you control, exile that card instead of putting it into your graveyard as it resolves. If you do, return it to your hand at the beginning of the next end step.
Legendary Creature - Angel

Commander
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Artifact
Mjölnir, Hammer of Thor
When Mjölnir enters, it deals 4 damage to up to one target creature.
Double all damage equipped creature would deal.
Equip worthy (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
, Discard this card: It deals 2 damage to each creature.
Double all damage equipped creature would deal.
Equip worthy (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
, Discard this card: It deals 2 damage to each creature.
Legendary Artifact - Equipment

Artifact
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Burn
Chandra, Flame's Catalyst
+1: Chandra deals 3 damage to each opponent.
−2: You may cast target red instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead.
−8: Discard your hand, then draw seven cards. Until end of turn, you may cast spells from your hand without paying their mana costs.
−2: You may cast target red instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead.
−8: Discard your hand, then draw seven cards. Until end of turn, you may cast spells from your hand without paying their mana costs.
Legendary Planeswalker - Chandra

Burn
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Copy
Copy
(CTRL to add secondary)
Counters
Ring of Valkas
Equipped creature has haste. (It can attack and no matter when it came under your control.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's red.
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 red.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Counters
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Creature
Creature
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Draw
Sazacap's Brew
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
As an additional cost to cast this spell, discard a card.
Target player draws two cards. If the gift was promised, target creature you control gets +2/+0 until end of turn.
As an additional cost to cast this spell, discard a card.
Target player draws two cards. If the gift was promised, target creature you control gets +2/+0 until end of turn.
Instant

Draw
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Enchantment
Enchantment
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Finisher
Karlach, Fury of Avernus
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Barbarian Tiefling

Finisher
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Land
Spinerock Knoll
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Land

Land
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Protection
Galadriel's Dismissal
Kicker (You may pay an additional as you cast this spell.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Rem Karolus, Stalwart Slayer
Flying, haste
If a spell would deal damage to you or another permanent you control, prevent that damage.
If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
If a spell would deal damage to you or another permanent you control, prevent that damage.
If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
Legendary Creature - Human Knight

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
Pump
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Ramp
Beamtown Beatstick
Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.)
Whenever equipped creature deals combat damage to a player or battle, create a Treasure token.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player or battle, create a Treasure token.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Diamond Pick-Axe
Indestructible (Effects that say "destroy" don't destroy this Equipment.)
Equipped creature gets +1/+1 and has "Whenever this creature attacks, create a Treasure token." (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip
Equipped creature gets +1/+1 and has "Whenever this creature attacks, create a Treasure token." (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip
Artifact - Equipment

Ramp
(CTRL to add secondary)
Recursion
Recursion
(CTRL to add secondary)
Removal
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
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

Spectacular Showdown
Put a double strike counter on target creature, then goad each creature that had a double strike counter put on it this way. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

The Eternal Wanderer
No more than one creature can attack The Eternal Wanderer each combat.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
Legendary Planeswalker

Removal
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Tokens
Frontline Heroism
When this enchantment enters, create a 1/1 red Soldier creature token with haste.
Whenever you cast a spell that targets only a single creature you control, create a 1/1 red Soldier creature token with haste, then copy that spell. The copy targets that token.
Whenever you cast a spell that targets only a single creature you control, create a 1/1 red Soldier creature token with haste, then copy that spell. The copy targets that token.
Enchantment

Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"The way this deck works is basically "},{"attributes":{"bold":true},"insert":"Cantrips"},{"insert":". \n\n"},{"attributes":{"bold":true},"insert":"Full disclosure: you can "},{"attributes":{"underline":true,"bold":true},"insert":"only"},{"attributes":{"bold":true},"insert":" reuse spells that"},{"attributes":{"underline":true,"bold":true},"insert":" target"},{"attributes":{"bold":true},"insert":" your own creatures, including your commander. "},{"insert":"\n\nYou would rely on your Commander Miku (Feather, the redeemed) to rush you to victory by slinging spells and reusing them to your advantage.\n\nSome spells also get triggered because of this, granting bonuses. \n\nNow, because of this, people would want to focus on destroying your commander as soon as possible. \n\n"},{"attributes":{"underline":true},"insert":"The solution? Spells that protect them, such as:"},{"insert":"\nBoon of Safety"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Valorous Stance"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Blessed Hippogriff's Instant (You can reuse this)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Swiftfoot Boots/Lightning Greaves (You'd equip greaves to protect, then equip to another creature to grant spells to your commander) "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThese are just some of the many protection spells in your arsenal.\n\nYou will also have "},{"attributes":{"underline":true},"insert":"some"},{"insert":" equipment to help your commander stay buffed.\n\nDealing with an exile creature or exile all creatures? Not a problem; you have spells like Mana Tithe or Eerie Interlude that will protect you from these crippling plays.\n\nThere are also a few board wipes at your disposal. You can protect yourself from them, so why not give those players a taste of their own medicine? \n\n\"Wait, if I wanna save repeatable spells, how will that work against a max hand of 7 car-\" "},{"attributes":{"bold":true},"insert":"RELIQUARY TOWER"},{"insert":"\n\nOr dispose of stuff you don't need; you truly won't need everything for the whole game, but as mentioned, Reliquary Tower is there just in case you get anxious. \n\nNow, let's say you aren't able to protect your commander and it dies; there are some cheap graveyard recursion in the deck, so if you land them, send the commander to the graveyard and bring them back. Otherwise, that commander tax is REALLY going to hurt.\n\nThe goal is to save as much untapped mana as you can for your spells as long as possible and cast your commander as early as possible to stack commander damage. \n\nI will be updating this as it goes, so expect to see it change over time. Goodluck! \n"}]}































































