prune1771
180 views13 days ago
Commander
Size: 100Salt sum: 37.16
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"Saga-centered voltron deck featuring"},{"insert":{"card-link":"Garnet, Princess of Alexandria"}},{"insert":" . The deck features support for Garnet and her enchantments, allowong her to consistently attack and loop sagas for powerful effects.\n\nTutors also allow you to search for enchantments/sagas that can benefit you in different circumstances, granting:\n- Ramp ("},{"insert":{"card-link":"Summon: Fenrir"}},{"insert":" , "},{"insert":{"card-link":"The Weatherseed Treaty"}},{"insert":" )\n- Removal ("},{"insert":{"card-link":"Summon: Ixion"}},{"insert":" , "},{"insert":{"card-link":"Summon: Yojimbo"}},{"insert":" , "},{"insert":{"card-link":"The Legend of Yangchen // Avatar Yangchen"}},{"insert":" , "},{"insert":{"card-link":"The Princess Takes Flight"}},{"insert":" , among others)\n- Card draw ("},{"insert":{"card-link":"The Legend of Kyoshi // Avatar Kyoshi"}},{"insert":" , "},{"insert":{"card-link":"Esper Origins // Summon: Esper Maduin"}},{"insert":" )\n- Protection ("},{"insert":{"card-link":"Almost Perfect"}},{"insert":" , "},{"insert":{"card-link":"Shield of the Oversoul"}},{"insert":" , "},{"insert":{"card-link":"Tale of Tinúviel"}},{"insert":" , etc.) \n- Evasion ("},{"insert":{"card-link":"Summon: Primal Garuda"}},{"insert":" , "},{"insert":{"card-link":"Dion, Bahamut's Dominant // Bahamut, Warden of Light"}},{"insert":" , "},{"insert":{"card-link":"Shield of the Oversoul"}},{"insert":" )\n - Additional +1/+1 counters ("},{"insert":{"card-link":"Level Up"}},{"insert":" , "},{"insert":{"card-link":"The First Iroan Games"}},{"insert":" , "},{"insert":{"card-link":"Origin of the Hulk"}},{"insert":" , "},{"insert":{"card-link":"Summon: Magus Sisters"}},{"insert":" )\n- Recursion ("},{"insert":{"card-link":"Tale of Tinúviel"}},{"insert":" )\n- Generating tokens for blockers ("},{"insert":{"card-link":"Summon: Fat Chocobo"}},{"insert":" , "},{"insert":{"card-link":"Origin of the Hulk"}},{"insert":" , "},{"insert":{"card-link":"Summon: Knights of Round"}},{"insert":" , etc.)\n\nThis is a very fun deck option for players who are open to a combat-oriented voltron playstyle, but also enjoy the flexibility of steering the course of the game with the various sagas.\n\n---\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Positioning Garnet"},{"insert":"\nThe primary win condition for this deck is to both outlast other opponents using Garnet's lifelink, and eventually claim the win via commander damage. In pursuit of that goal, the key strategy is to set up scenarios in which Garnet can attack every turn, even if she gets blocked. This can be accomplished several means, like giving her flying, indestructible, or enough power to hit over early game creatures. Notably, the +1/+1 counters from rewinding sagas are added to Garnet upon attacking, so if at least one saga is available when she starts attacking, then she can scale beyond 2/2 immediately.\n\nGranting unblockable to Garnet, especially once she has some counters, can finish games pretty quickly, but doing this will put a target on your back. Having some protection on Garnet first would help her finish games. \n\nTwo key auras for Garnet are "},{"insert":{"card-link":"Level Up"}},{"insert":" and "},{"insert":{"card-link":"Almost Perfect"}},{"insert":" . When paired with evasion and/or protection, these cards give Garnet the sheer power to potentially 1 or 2 shot opponents. They also serve as decent comeback mechanics in the event Garnet is removed from the field.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Positioning the sagas"},{"insert":"\nMany, but not all, of the sagas have a first step that should be looped. This makes it crucial that Garnet safely attacks on the turn the saga enters.\n\nSome sagas can also be used in a somewhat political fashion. For instance, in 3+ player games, removal sagas can be used as bargaining chips. Opponents B and C may be reluctant to remove "},{"insert":{"card-link":"Summon: Ixion"}},{"insert":" once it has exiled a problematic board piece from opponent A, since the removal of Ixion would return the creature from exile. "},{"insert":{"card-link":"The Legend of Yangchen // Avatar Yangchen"}},{"insert":" also forces opponents to target each other.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Ramp"},{"insert":"\nDrawing/tutoring "},{"insert":{"card-link":"Summon: Fenrir"}},{"insert":" or "},{"insert":{"card-link":"The Weatherseed Treaty"}},{"insert":" in the early game provides a great advantage as garnet can attack to loop the ramping stage of the saga.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Removal"},{"insert":"\nThere are a number of sagas that remove permanent (usually creatures) in certain circumstances. When playing a saga, double check whether the exile has any conditions attached.\n\nThis deck also features the potential for several asymmetric boardwipes. "},{"insert":{"card-link":"Damning Verdict"}},{"insert":" spares your saga creatures as long as they have lore counters on them, so consider using this in your first main phase before the lore counters are removed. "},{"insert":{"card-link":"Ultima"}},{"insert":" is especially useful if Garnet is indestructible or if you do not have creatures on the board, but first consider if any of the sagas on the board are also creatures.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Counterplay examples"},{"insert":"\nIn cases where +1/+1 counters are negated or punished by an opponent (like with "},{"insert":{"card-link":"Blightbeetle"}},{"insert":" ), "},{"insert":{"card-link":"Almost Perfect"}},{"insert":" becomes the primary win con since it can enchant Garnet to become base 9/10 indestructible creature. If Almost Perfect is on Garnet, +1/+1 counter negation/punishment often hurts the other opponents more than it hurts Garnet. \n\nIf Garnet is removed, the sagas will progress. However, this deck features a couple options to renew sagas:\n1. Recursion once the saga is sacrificed, using cards like "},{"insert":{"card-link":"Tragic Poet"}},{"insert":" or "},{"insert":{"card-link":"Yuna, Hope of Spira"}},{"insert":" \n2. "},{"insert":{"card-link":"Nesting Grounds"}},{"insert":", which can move a lore counter from a saga to a non-saga permanent\n3. "},{"insert":{"card-link":"Clash of the Eikons"}},{"insert":" , a sorcery that can add or remove a lore counter\n\nClash of the Eikons's third option, fighting target creature, is also worth considering if you are already in a strong position. For 1 green mana, Garnet can fight a creature, eliminating a threat or potential blocker, and you gain some more life in the process via Garnet's lifelink.\n\nWhen manipulating lore counters, remember that the saga steps are triggered by the addition of a lore counter, not their removal. This can be used to artificially trigger several steps of a saga in 1 turn.\n\nDecks that can proliferate counters can add lore counters to sagas, interrupting Garnet's core loop. In these instances, it is typically best to leave each saga cycling between 0-1 lore counters. If, by the end of your turn, the saga has 0 counters, the cycle cannot be interrupted via profileration on an opponent's turn.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Useful nonbasic lands"},{"insert":"\nUnfortunately the saga ramp cards search for basic lands, but there are some helpful nonbasic lands in this deck as well. \n\nThe aforementioned "},{"insert":{"card-link":"Nesting Grounds"}},{"insert":" can move lore counters around.\n"},{"insert":{"card-link":"Hall of Heliod's Generosity"}},{"insert":" offers a reliable way to retrieve enchantments from the grave, and "},{"insert":{"card-link":"Ishgard, the Holy See // Faith & Grief"}},{"insert":" can retrieve an artifact or enchantment\n"},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" is incredibly powerful in this deck since it is a consistent way to make Garnet unblockable.\n\n---\n\nThis has been a very fun deck to build, enjoy!\n\n"}]}
Commander
Commander
(CTRL to add secondary)
Counters
Origin of the Hulk
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 green and white Citizen creature token.
II — Put two +1/+1 counters on target creature you control.
III — Target creature you control gets +3/+3 and gains trample until end of turn.
I — Create a 1/1 green and white Citizen creature token.
II — Put two +1/+1 counters on target creature you control.
III — Target creature you control gets +3/+3 and gains trample until end of turn.
Enchantment - Saga

Summon: Magus Sisters
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II, III — Choose one at random —
• Combine Powers! — Put three +1/+1 counters on target creature.
• Defense! — Put a shield counter on target creature. You gain 3 life.
• Fight! — This creature fights up to one target creature an opponent controls.
Haste
I, II, III — Choose one at random —
• Combine Powers! — Put three +1/+1 counters on target creature.
• Defense! — Put a shield counter on target creature. You gain 3 life.
• Fight! — This creature fights up to one target creature an opponent controls.
Haste
Creature Enchantment - Saga Faerie

The Earth Crystal
Green spells you cast cost less to cast.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
Legendary Artifact

Counters
(CTRL to add secondary)
Draw
Calix, Destiny's Hand
+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.
−3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield.
−7: Return all enchantment cards from your graveyard to the battlefield.
−3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield.
−7: Return all enchantment cards from your graveyard to the battlefield.
Legendary Planeswalker - Calix

Esper Origins
Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner's control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery


The First Iroan Games
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create a 1/1 white Human Soldier creature token.
II — Put three +1/+1 counters on target creature you control.
III — If you control a creature with power 4 or greater, draw two cards.
IV — Create a Gold token. (It's an artifact with "Sacrifice this token: Add one mana of any color.")
I — Create a 1/1 white Human Soldier creature token.
II — Put three +1/+1 counters on target creature you control.
III — If you control a creature with power 4 or greater, draw two cards.
IV — Create a Gold token. (It's an artifact with "Sacrifice this token: Add one mana of any color.")
Enchantment - Saga

The Legend of Kyoshi
(As this Saga enters and after your draw step, add a lore counter.)
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Draw
(CTRL to add secondary)
Evasion
Evasion
(CTRL to add secondary)
Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
(CTRL to add secondary)
Protection
Restoration Magic
Tiered (Choose one additional cost.)
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant

Shield of the Oversoul
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
Enchantment - Aura

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
(CTRL to add secondary)
Pump
Michiko's Reign of Truth
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Target creature gets +1/+1 until end of turn for each artifact and/or enchantment you control.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I, II — Target creature gets +1/+1 until end of turn for each artifact and/or enchantment you control.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Pump
(CTRL to add secondary)
Ramp
Song of Freyalise
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Until your next turn, creatures you control gain ": Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
I, II — Until your next turn, creatures you control gain ": Add one mana of any color."
III — Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.
Enchantment - Saga

Summon: Fenrir
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
Creature Enchantment - Saga Wolf

The Weatherseed Treaty
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Create a 1/1 green Saproling creature token.
III — Domain — Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.
I — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Create a 1/1 green Saproling creature token.
III — Domain — Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.
Enchantment - Saga

Ramp
(CTRL to add secondary)
Recursion
Satsuki, the Living Lore
: Put a lore counter on each Saga you control. Activate only as a sorcery.
When Satsuki dies, choose up to one —
• Return target Saga or enchantment creature you control to its owner's hand.
• Return target Saga card from your graveyard to your hand.
When Satsuki dies, choose up to one —
• Return target Saga or enchantment creature you control to its owner's hand.
• Return target Saga card from your graveyard to your hand.
Legendary Creature - Human Druid

Tale of Tinúviel
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Target creature you control gains indestructible for as long as you control this Saga.
II — Return target creature card from your graveyard to the battlefield.
III — Up to two target creatures you control each gain lifelink until end of turn.
I — Target creature you control gains indestructible for as long as you control this Saga.
II — Return target creature card from your graveyard to the battlefield.
III — Up to two target creatures you control each gain lifelink until end of turn.
Enchantment - Saga

Yuna, Hope of Spira
During your turn, Yuna and enchantment creatures you control have trample, lifelink, and ward .
At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)
At the beginning of your end step, return up to one target enchantment card from your graveyard to the battlefield with a finality counter on it. (If a permanent with a finality counter on it would be put into a graveyard from the battlefield, exile it instead.)
Legendary Creature - Human Cleric

Recursion
(CTRL to add secondary)
Removal
Clash of the Eikons
Choose one or more —
• Target creature you control fights target creature an opponent controls.
• Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.)
• Put a lore counter on target Saga you control.
• Target creature you control fights target creature an opponent controls.
• Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.)
• Put a lore counter on target Saga you control.
Sorcery

Elspeth Conquers Death
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
Enchantment - Saga

Summon: Bahamut
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
Creature Enchantment - Saga Dragon

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

Summon: Primal Garuda
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls.
II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn.
Flying
I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls.
II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn.
Flying
Creature Enchantment - Saga Harpy

Summon: Yojimbo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
Creature Enchantment - Saga Samurai

The Legend of Yangchen
(As this Saga enters and after your draw step, add a lore counter.)
I — Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II — You may have target opponent draw three cards. If you do, draw three cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II — You may have target opponent draw three cards. If you do, draw three cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


The Princess Takes Flight
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile up to one target creature.
II — Target creature you control gets +2/+2 and gains flying until end of turn.
III — Return the exiled card to the battlefield under its owner's control.
I — Exile up to one target creature.
II — Target creature you control gets +2/+2 and gains flying until end of turn.
III — Return the exiled card to the battlefield under its owner's control.
Enchantment - Saga

Removal
(CTRL to add secondary)
Tokens
Dion, Bahamut's Dominant
Dragonfire Dive — During your turn, Dion and other Knights you control have flying.
When Dion enters, create a 2/2 white Knight creature token.
, : Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
When Dion enters, create a 2/2 white Knight creature token.
, : Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Human Knight Noble


Summon: Fat Chocobo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn."
II, III, IV — Kerplunk — Creatures you control gain trample until end of turn.
I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn."
II, III, IV — Kerplunk — Creatures you control gain trample until end of turn.
Creature Enchantment - Saga Bird

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

Tokens
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Maybeboard
Aerith, Last Ancient
Lifelink
Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead.
Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead.
Legendary Creature - Human Cleric Druid

Composer of Spring
Constellation — Whenever an enchantment you control enters, you may put a land card from your hand onto the battlefield tapped. If you control six or more enchantments, instead you may put a creature or land card from your hand onto the battlefield tapped.
Creature - Satyr Bard

Ian Chesterton
Science Teacher — Each Saga spell you cast has replicate. The replicate cost is equal to its mana cost. (When you cast that Saga, copy it for each time you paid its replicate cost. Copies of Saga spells become tokens.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature - Human Scientist

Summon: Good King Mog XII
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create two 1/2 white Moogle creature tokens with lifelink.
II, III — Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control.
IV — Put two +1/+1 counters on each other Moogle you control.
Flying, lifelink
I — Create two 1/2 white Moogle creature tokens with lifelink.
II, III — Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control.
IV — Put two +1/+1 counters on each other Moogle you control.
Flying, lifelink
Creature Enchantment - Saga Moogle

The World Spell
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I, II — Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Put up to two non-Saga permanent cards from your hand onto the battlefield.
I, II — Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Put up to two non-Saga permanent cards from your hand onto the battlefield.
Enchantment - Saga

War of the Last Alliance
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
III — Creatures you control gain double strike until end of turn. The Ring tempts you.
I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
III — Creatures you control gain double strike until end of turn. The Ring tempts you.
Enchantment - Saga

World War Hulk
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The next red or green creature spell you cast this turn can be cast without paying its mana cost.
II — Put three +1/+1 counters on target creature you control.
III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
I — The next red or green creature spell you cast this turn can be cast without paying its mana cost.
II — Put three +1/+1 counters on target creature you control.
III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
Enchantment - Saga

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Saga-centered voltron deck featuring"},{"insert":{"card-link":"Garnet, Princess of Alexandria"}},{"insert":" . The deck features support for Garnet and her enchantments, allowong her to consistently attack and loop sagas for powerful effects.\n\nTutors also allow you to search for enchantments/sagas that can benefit you in different circumstances, granting:\n- Ramp ("},{"insert":{"card-link":"Summon: Fenrir"}},{"insert":" , "},{"insert":{"card-link":"The Weatherseed Treaty"}},{"insert":" )\n- Removal ("},{"insert":{"card-link":"Summon: Ixion"}},{"insert":" , "},{"insert":{"card-link":"Summon: Yojimbo"}},{"insert":" , "},{"insert":{"card-link":"The Legend of Yangchen // Avatar Yangchen"}},{"insert":" , "},{"insert":{"card-link":"The Princess Takes Flight"}},{"insert":" , among others)\n- Card draw ("},{"insert":{"card-link":"The Legend of Kyoshi // Avatar Kyoshi"}},{"insert":" , "},{"insert":{"card-link":"Esper Origins // Summon: Esper Maduin"}},{"insert":" )\n- Protection ("},{"insert":{"card-link":"Almost Perfect"}},{"insert":" , "},{"insert":{"card-link":"Shield of the Oversoul"}},{"insert":" , "},{"insert":{"card-link":"Tale of Tinúviel"}},{"insert":" , etc.) \n- Evasion ("},{"insert":{"card-link":"Summon: Primal Garuda"}},{"insert":" , "},{"insert":{"card-link":"Dion, Bahamut's Dominant // Bahamut, Warden of Light"}},{"insert":" , "},{"insert":{"card-link":"Shield of the Oversoul"}},{"insert":" )\n - Additional +1/+1 counters ("},{"insert":{"card-link":"Level Up"}},{"insert":" , "},{"insert":{"card-link":"The First Iroan Games"}},{"insert":" , "},{"insert":{"card-link":"Origin of the Hulk"}},{"insert":" , "},{"insert":{"card-link":"Summon: Magus Sisters"}},{"insert":" )\n- Recursion ("},{"insert":{"card-link":"Tale of Tinúviel"}},{"insert":" )\n- Generating tokens for blockers ("},{"insert":{"card-link":"Summon: Fat Chocobo"}},{"insert":" , "},{"insert":{"card-link":"Origin of the Hulk"}},{"insert":" , "},{"insert":{"card-link":"Summon: Knights of Round"}},{"insert":" , etc.)\n\nThis is a very fun deck option for players who are open to a combat-oriented voltron playstyle, but also enjoy the flexibility of steering the course of the game with the various sagas.\n\n---\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Positioning Garnet"},{"insert":"\nThe primary win condition for this deck is to both outlast other opponents using Garnet's lifelink, and eventually claim the win via commander damage. In pursuit of that goal, the key strategy is to set up scenarios in which Garnet can attack every turn, even if she gets blocked. This can be accomplished several means, like giving her flying, indestructible, or enough power to hit over early game creatures. Notably, the +1/+1 counters from rewinding sagas are added to Garnet upon attacking, so if at least one saga is available when she starts attacking, then she can scale beyond 2/2 immediately.\n\nGranting unblockable to Garnet, especially once she has some counters, can finish games pretty quickly, but doing this will put a target on your back. Having some protection on Garnet first would help her finish games. \n\nTwo key auras for Garnet are "},{"insert":{"card-link":"Level Up"}},{"insert":" and "},{"insert":{"card-link":"Almost Perfect"}},{"insert":" . When paired with evasion and/or protection, these cards give Garnet the sheer power to potentially 1 or 2 shot opponents. They also serve as decent comeback mechanics in the event Garnet is removed from the field.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Positioning the sagas"},{"insert":"\nMany, but not all, of the sagas have a first step that should be looped. This makes it crucial that Garnet safely attacks on the turn the saga enters.\n\nSome sagas can also be used in a somewhat political fashion. For instance, in 3+ player games, removal sagas can be used as bargaining chips. Opponents B and C may be reluctant to remove "},{"insert":{"card-link":"Summon: Ixion"}},{"insert":" once it has exiled a problematic board piece from opponent A, since the removal of Ixion would return the creature from exile. "},{"insert":{"card-link":"The Legend of Yangchen // Avatar Yangchen"}},{"insert":" also forces opponents to target each other.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Ramp"},{"insert":"\nDrawing/tutoring "},{"insert":{"card-link":"Summon: Fenrir"}},{"insert":" or "},{"insert":{"card-link":"The Weatherseed Treaty"}},{"insert":" in the early game provides a great advantage as garnet can attack to loop the ramping stage of the saga.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Removal"},{"insert":"\nThere are a number of sagas that remove permanent (usually creatures) in certain circumstances. When playing a saga, double check whether the exile has any conditions attached.\n\nThis deck also features the potential for several asymmetric boardwipes. "},{"insert":{"card-link":"Damning Verdict"}},{"insert":" spares your saga creatures as long as they have lore counters on them, so consider using this in your first main phase before the lore counters are removed. "},{"insert":{"card-link":"Ultima"}},{"insert":" is especially useful if Garnet is indestructible or if you do not have creatures on the board, but first consider if any of the sagas on the board are also creatures.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Counterplay examples"},{"insert":"\nIn cases where +1/+1 counters are negated or punished by an opponent (like with "},{"insert":{"card-link":"Blightbeetle"}},{"insert":" ), "},{"insert":{"card-link":"Almost Perfect"}},{"insert":" becomes the primary win con since it can enchant Garnet to become base 9/10 indestructible creature. If Almost Perfect is on Garnet, +1/+1 counter negation/punishment often hurts the other opponents more than it hurts Garnet. \n\nIf Garnet is removed, the sagas will progress. However, this deck features a couple options to renew sagas:\n1. Recursion once the saga is sacrificed, using cards like "},{"insert":{"card-link":"Tragic Poet"}},{"insert":" or "},{"insert":{"card-link":"Yuna, Hope of Spira"}},{"insert":" \n2. "},{"insert":{"card-link":"Nesting Grounds"}},{"insert":", which can move a lore counter from a saga to a non-saga permanent\n3. "},{"insert":{"card-link":"Clash of the Eikons"}},{"insert":" , a sorcery that can add or remove a lore counter\n\nClash of the Eikons's third option, fighting target creature, is also worth considering if you are already in a strong position. For 1 green mana, Garnet can fight a creature, eliminating a threat or potential blocker, and you gain some more life in the process via Garnet's lifelink.\n\nWhen manipulating lore counters, remember that the saga steps are triggered by the addition of a lore counter, not their removal. This can be used to artificially trigger several steps of a saga in 1 turn.\n\nDecks that can proliferate counters can add lore counters to sagas, interrupting Garnet's core loop. In these instances, it is typically best to leave each saga cycling between 0-1 lore counters. If, by the end of your turn, the saga has 0 counters, the cycle cannot be interrupted via profileration on an opponent's turn.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Useful nonbasic lands"},{"insert":"\nUnfortunately the saga ramp cards search for basic lands, but there are some helpful nonbasic lands in this deck as well. \n\nThe aforementioned "},{"insert":{"card-link":"Nesting Grounds"}},{"insert":" can move lore counters around.\n"},{"insert":{"card-link":"Hall of Heliod's Generosity"}},{"insert":" offers a reliable way to retrieve enchantments from the grave, and "},{"insert":{"card-link":"Ishgard, the Holy See // Faith & Grief"}},{"insert":" can retrieve an artifact or enchantment\n"},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" is incredibly powerful in this deck since it is a consistent way to make Garnet unblockable.\n\n---\n\nThis has been a very fun deck to build, enjoy!\n\n"}]}














































































