Whereswyatt
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Commander
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{"ops":[{"insert":"They're calling it the only fun Azorious list on the internet\n\nNow this is "},{"insert":{"card-link":"Hope Estheim"}},{"insert":" gaming. You know that classic bit about three guys in a trench coat? That's completely unrelated to this deck that is actually three decks in one i just like to bring that up sometimes. Here's the real deal, If you haven't noticed yet, all the decks on my profile are completely color balanced, there's the same amount of white and blue as their is every other color when you count the representation in each color combinations identities. The problem with undertaking that challenge is, you have to get really, really creative to have fun in color combinations you need to have to maintain balance but don't normally play. (Or you build selvala because Mono Green has no unique commanders.)\n\nSo lets talk about that creativity. As i alluded to previously, this is actually three different decks than one. The flagship statement here is \"Duct-tape what blue, white, and azorious uniquely do best\" and thusly we have a Mill/Lifegain deck that relies heavily on enchantments to make itself happen. In saying this, I'm sure your first idea is to throw an "},{"insert":{"card-link":"Auramancer's Guise"}},{"insert":" or an"},{"insert":{"card-link":"Eldrazi Conscription"}},{"insert":" onto your commander and hope to hit your opponents enough to kill one with commander damage, and hit enough of the others interaction so survive to the others. And you know what, good call that's probably what i would play this deck to do if i didn't play with people who are so afraid of mill they pepper spray me when they see white sleeves leave the deck box.\n\nSo lets talk honestly for one second: You are not milling anybody out with this list. Unless you pull nuts against a pod of people jerking off instead of actually engaging with the game, you will get answered before someone drops to half deck size. However, that doesn't mean you should keep doing it throughout the game and its not statistically a possibility, Case one, hope essentially reads the same as "},{"insert":{"card-link":"Crosstown Courier"}},{"insert":" , "},{"insert":{"card-link":"Towering-Wave Mystic"}},{"insert":" , and "},{"insert":{"card-link":"Veteran Ice Climber"}},{"insert":" equipped with the same attachments. I really love redundancy, its why they are in here, and especially in the case of Veteran ice climber it actually is a better target for most of your enchantments than your commander. But rather than slog through milling, you do technically have the wombo combo of "},{"insert":{"card-link":"The Water Crystal"}},{"insert":" and a midgame "},{"insert":{"card-link":"Riverchurn Monument"}},{"insert":" (Who is actually your mill win con, it steals games that run late if you play correctly.)\n\nBut the real way this deck wins and loses is by making big bodies and swinging efficiently. you see the wall of auras we're playing, you see that were drawing more with "},{"insert":{"card-link":"Sram, Senior Edificer"}},{"insert":" and"},{"insert":{"card-link":"Entity Tracker"}},{"insert":" . This is just an enchantress deck that understands its gonna need to pick up the pieces your bitch ass opponents kick over every other turn and wants to rely on life gain from enchanting hope, "},{"insert":{"card-link":"Danitha Capashen, Paragon"}},{"insert":" , of your other life linkers to make that happen without dying. Play fast, play aggressively, and the most efficient means of piloting this deck is to diversify your targets! Everyone wants to make hope a 21/21, but if you can let hope function as just they/thems ability and spread those enchantments to four other creatures the choice paralysis your opponents get left with will really win you the game. \n\nOther than these two main points, the deck is just filled with cards that would normally be ass but actually make your opponents go \"Wait thats a real card\". "},{"insert":{"card-link":"Daxos of Meletis"}},{"insert":" has made that exact sentence occur nine times that I've counted, and all of the "},{"insert":{"card-link":"Cradle of Safety"}},{"insert":" effects in here have done the same. And don't get me started on my favorite kind of removal, "},{"insert":{"card-link":"Tractor Beam"}},{"insert":" and its \"Your commander sits in the cuck chair\" cousins. But yeah, I'm a simple man and its a simple deck.\n\nOf course there is a lot more about the list to discover. You haven't lived until you've built a board that draws through "},{"insert":{"card-link":"Solitary Confinement"}},{"insert":" or "},{"insert":{"card-link":"Riot Control"}},{"insert":" led your scute swarm swing for game next turn opponent so get on that stat, and of course if you have any ideas on how to improve this already perfect list feel free to leave a comment!\n"}]}
Copy
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Daxos of Meletis
Daxos can't be blocked by creatures with power 3 or greater.
Whenever Daxos deals combat damage to a player, exile the top card of that player's library. You gain life equal to that card's mana value. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
Whenever Daxos deals combat damage to a player, exile the top card of that player's library. You gain life equal to that card's mana value. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
Legendary Creature - Human Soldier

Draw
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Steel Seraph
Prototype — 3/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)
Flying
At the beginning of combat on your turn, target creature you control gains your choice of flying, vigilance, or lifelink until end of turn.
Flying
At the beginning of combat on your turn, target creature you control gains your choice of flying, vigilance, or lifelink until end of turn.
Creature Artifact - Angel

Evasion
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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

Land
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Riverchurn Monument
, : Any number of target players each mill two cards. (Each of them puts the top two cards of their library into their graveyard.)
Exhaust — , : Any number of target players each mill cards equal to the number of cards in their graveyard. (Activate each exhaust ability only once.)
Exhaust — , : Any number of target players each mill cards equal to the number of cards in their graveyard. (Activate each exhaust ability only once.)
Artifact

Mill
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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

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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Super State
Enchant creature you control
Enchanted creature has base power and toughness 9/9 and has flying, first strike, trample, and haste.
Whenever enchanted creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Enchanted creature has base power and toughness 9/9 and has flying, first strike, trample, and haste.
Whenever enchanted creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Legendary Enchantment - Aura

Pump
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Ramp
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Bruna, Light of Alabaster
Flying, vigilance
Whenever Bruna attacks or blocks, you may attach to it any number of Auras on the battlefield and you may put onto the battlefield attached to it any number of Aura cards that could enchant it from your graveyard and/or hand.
Whenever Bruna attacks or blocks, you may attach to it any number of Auras on the battlefield and you may put onto the battlefield attached to it any number of Aura cards that could enchant it from your graveyard and/or hand.
Legendary Creature - Angel

Recursion
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Aurelia's Vindicator
Flying, lifelink, ward
Disguise
When this creature is turned face up, exile up to X other target creatures from the battlefield and/or creature cards from graveyards.
When this creature leaves the battlefield, return the exiled cards to their owners' hands.
Disguise
When this creature is turned face up, exile up to X other target creatures from the battlefield and/or creature cards from graveyards.
When this creature leaves the battlefield, return the exiled cards to their owners' hands.
Creature - Angel

Removal
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Archon of Sun's Grace
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature - Archon

Tokens
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Sovereigns of Lost Alara
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, you may search your library for an Aura card that could enchant that creature, put it onto the battlefield attached to that creature, then shuffle.
Whenever a creature you control attacks alone, you may search your library for an Aura card that could enchant that creature, put it onto the battlefield attached to that creature, then shuffle.
Creature - Spirit

Tutor
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"They're calling it the only fun Azorious list on the internet\n\nNow this is "},{"insert":{"card-link":"Hope Estheim"}},{"insert":" gaming. You know that classic bit about three guys in a trench coat? That's completely unrelated to this deck that is actually three decks in one i just like to bring that up sometimes. Here's the real deal, If you haven't noticed yet, all the decks on my profile are completely color balanced, there's the same amount of white and blue as their is every other color when you count the representation in each color combinations identities. The problem with undertaking that challenge is, you have to get really, really creative to have fun in color combinations you need to have to maintain balance but don't normally play. (Or you build selvala because Mono Green has no unique commanders.)\n\nSo lets talk about that creativity. As i alluded to previously, this is actually three different decks than one. The flagship statement here is \"Duct-tape what blue, white, and azorious uniquely do best\" and thusly we have a Mill/Lifegain deck that relies heavily on enchantments to make itself happen. In saying this, I'm sure your first idea is to throw an "},{"insert":{"card-link":"Auramancer's Guise"}},{"insert":" or an"},{"insert":{"card-link":"Eldrazi Conscription"}},{"insert":" onto your commander and hope to hit your opponents enough to kill one with commander damage, and hit enough of the others interaction so survive to the others. And you know what, good call that's probably what i would play this deck to do if i didn't play with people who are so afraid of mill they pepper spray me when they see white sleeves leave the deck box.\n\nSo lets talk honestly for one second: You are not milling anybody out with this list. Unless you pull nuts against a pod of people jerking off instead of actually engaging with the game, you will get answered before someone drops to half deck size. However, that doesn't mean you should keep doing it throughout the game and its not statistically a possibility, Case one, hope essentially reads the same as "},{"insert":{"card-link":"Crosstown Courier"}},{"insert":" , "},{"insert":{"card-link":"Towering-Wave Mystic"}},{"insert":" , and "},{"insert":{"card-link":"Veteran Ice Climber"}},{"insert":" equipped with the same attachments. I really love redundancy, its why they are in here, and especially in the case of Veteran ice climber it actually is a better target for most of your enchantments than your commander. But rather than slog through milling, you do technically have the wombo combo of "},{"insert":{"card-link":"The Water Crystal"}},{"insert":" and a midgame "},{"insert":{"card-link":"Riverchurn Monument"}},{"insert":" (Who is actually your mill win con, it steals games that run late if you play correctly.)\n\nBut the real way this deck wins and loses is by making big bodies and swinging efficiently. you see the wall of auras we're playing, you see that were drawing more with "},{"insert":{"card-link":"Sram, Senior Edificer"}},{"insert":" and"},{"insert":{"card-link":"Entity Tracker"}},{"insert":" . This is just an enchantress deck that understands its gonna need to pick up the pieces your bitch ass opponents kick over every other turn and wants to rely on life gain from enchanting hope, "},{"insert":{"card-link":"Danitha Capashen, Paragon"}},{"insert":" , of your other life linkers to make that happen without dying. Play fast, play aggressively, and the most efficient means of piloting this deck is to diversify your targets! Everyone wants to make hope a 21/21, but if you can let hope function as just they/thems ability and spread those enchantments to four other creatures the choice paralysis your opponents get left with will really win you the game. \n\nOther than these two main points, the deck is just filled with cards that would normally be ass but actually make your opponents go \"Wait thats a real card\". "},{"insert":{"card-link":"Daxos of Meletis"}},{"insert":" has made that exact sentence occur nine times that I've counted, and all of the "},{"insert":{"card-link":"Cradle of Safety"}},{"insert":" effects in here have done the same. And don't get me started on my favorite kind of removal, "},{"insert":{"card-link":"Tractor Beam"}},{"insert":" and its \"Your commander sits in the cuck chair\" cousins. But yeah, I'm a simple man and its a simple deck.\n\nOf course there is a lot more about the list to discover. You haven't lived until you've built a board that draws through "},{"insert":{"card-link":"Solitary Confinement"}},{"insert":" or "},{"insert":{"card-link":"Riot Control"}},{"insert":" led your scute swarm swing for game next turn opponent so get on that stat, and of course if you have any ideas on how to improve this already perfect list feel free to leave a comment!\n"}]}













































































