HahnSoloCup
524 views38 days ago
Commander
Size: 100Salt sum: 43.5
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"attributes":{"bold":true},"insert":"Not Like Us"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Bear with me for a second, let me put y'all on game"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Introduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe general idea of this deck was to create a viable mono blue pump deck. Blue is pretty much barren as far as pump cards go, so the first and last strategy with this deck is getting our commander, Alandra Sky Dreamer onto the battlefield as quickly as possible and keep her there. Her ability allows us to create a 2/2 drake token on the second card draw of the turn and pump those drakes +X/+X to the player's hand count when we draw a 5th card that turn. +7/+7 is already a very solid pump, but if we can remove the maximum hand count, we can end games very quickly. This deck also includes a couple of other draw related win conditions as well, if our commander is removed early or we happen to draw them.\n\n"},{"attributes":{"bold":true},"insert":"Rulings"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThere are two interesting rulings on Alandra, Sky Dreamer's abilities that we can use to our advantage. The first one is that her abilities states 'each turn' not 'each controller's turn'. This means that as long as were drawing cards at instant speed, we can generate and pump our Drakes on our opponents' turns. This can double, triple or quadruple our Drake token generation, and/or give us massive pump right before an opponent attacks to defend ourselves.\n\nThe second interesting ruling is that her second ability, which gives us our +X/+X pump on our fifth card draw, only triggers when we draw our fifth card, and doesn't resolve until the previous spell is removed from the stack. This means that the +X/+X value doesn't lock in until after spells that give us card draw have allowed us to finish drawing cards. For example, Let's say I have drawn only 1 card on my upkeep, have 7 cards in my hand, and cast Tolarian Winds. Tolarian Winds wheels out my current hand, so I discard the remaining 6 cards in my hand and draw 6 cards. When I draw the 4th of those 6 cards, Alandra's ability triggers, since i've drawn my 5th card that turn, but it doesn't resolve until I finish drawing cards. Instead of a measly +4/+4 pump I would get when her ability triggers, we instead get +6/+6 from the 6 cards in our hand. \n\n"},{"attributes":{"bold":true},"insert":"Main Strategy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nAs mentioned in the introduction, our main strategy here is token generation and pump of our Drakes and Drake Tokens. Doing that requires us to have our commander on the field, so we'll want to get here there as soon as possible. We have cards like Emrakul's Messenger, which generates us Eldrazi Spawn tokens we can sacrifice for mana and a series of mana rocks like Sol Ring, Thought Vessel and Bender's Waterskin, which can help us get Alandra out within the first couple of turns. Once she is out, we'll want to keep her there. \n\nThis commander is barely cracking the top 1000, so most players probably wouldn't know how dangerous she can be immediately, but we still want to make sure she is protected from basic removal. This deck includes a number of instant speed counter spells and abilities which can help, like Wizards Retort, Mana Sculpt or You Find the Villians' Lair. We also have Narset's Reversal, which allows us to send our opponents' spells back at them. Our Drakes can help protect our commander as well. Cards like Spiketail Drake, Spiketail Drakeling, or Spiketail Hatchling, can be sacrificed at instant speed to counter an opponent's spells. Monastery Siege and Callaphe, Beloved of the Sea can also be cast to give all our creatures Ward 1 and 2, respectively (or combined).\n\nAnother few important cards to look out for are Wizards Staff and Krang, the All-Powerful. Wizard's staff is a 2 drop with 1 equip cost that gives prowess and triggers abilities an additional time. This is obviously very strong for Alandra, since we can double our drake output and pump. Similarly, Krang is a unique card that allows card draw triggers to trigger an additional time. Since both our commander's abilities are card draw triggers, along with a significant number of our other creatures, this can double our counters, tokens and pump. \n\nStandard operating procedure with this deck is to be getting a good amount of ramp and drake cards on the field the first couple of turns. Around turn 2-4, we want to be getting the commander on the field and putting down protection spells, like Lightning Greaves or Monastery Siege to ensure she stays there. After that its just a matter of drawing cards. We'll want to make sure the math is right to maximize our hands at the end of instants/sorceries. For example, if we draw once on our upkeep, we need 4 more cards draw to activate our pump. Lets say I play Thirst for Identity and draw 3 more cards. That will generate a Drake token, since i've drawn my second card that turn and put me at a total of 4 cards drawn total. Any additional cards drawn after that would trigger Alandra's second ability, so i'd want to play a card that would give me the maximum amount of card draw possible to make my hand as large as possible when that spell resolves. Something like Drown in Dreams, Pull from Tomorrow, or Silver Scrutiny would be optimal, if we had the mana for it. \n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Alternate Strategies/Combos"},{"attributes":{"header":3},"insert":"\n\n"},{"insert":"In the event our commander is removed early, or multiple times and we're basically left without our pump, we do have a couple of options. Cards like Iron Man, Armored Avenger or Chasm Skulker also benefit greatly from our card draw and can give themselves or other creatures counters on our card draw to strengthen them. Mischievous Mystic, Talrand, Sky Summoner and Chasm Skulker can create us an army of tokens in place of our commander. \n\nThere are also a few infinite or instant win combos in this deck. The Pensive Professor + Wizard Class or Pensive Professor + Iron Man, Armored Avenger combos gives us infinite card draw and counters while Triskaidekaphile + <Any Draw X Cards Instants> allows us to get our 13 card win condition on the end step of our opponents' turn. \n"}]}
Commander
Alandra, Sky Dreamer
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Legendary Creature - Wizard Merfolk

Commander
(CTRL to add secondary)
Additional Triggers
Additional Triggers
(CTRL to add secondary)
Anthem
Unctus, Grand Metatect
Other blue creatures you control have "Whenever this creature becomes tapped, draw a card, then discard a card."
Other artifact creatures you control get +1/+1.
: Until end of turn, target creature you control becomes a blue artifact in addition to its other colors and types. Activate only as a sorcery. ( can be paid with either or 2 life.)
Other artifact creatures you control get +1/+1.
: Until end of turn, target creature you control becomes a blue artifact in addition to its other colors and types. Activate only as a sorcery. ( can be paid with either or 2 life.)
Legendary Creature Artifact - Vedalken Phyrexian

Anthem
(CTRL to add secondary)
Creature
Iron Man, Armored Avenger
Flying
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.)
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature Artifact - Human Hero

Creature
(CTRL to add secondary)
Draw
Proft's Eidetic Memory
When Proft's Eidetic Memory enters, draw a card.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Legendary Enchantment

Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection/Removal
Callaphe, Beloved of the Sea
Callaphe's power is equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Creatures and enchantments you control have "Spells your opponents cast that target this permanent cost more to cast."
Creatures and enchantments you control have "Spells your opponents cast that target this permanent cost more to cast."
Legendary Creature Enchantment - Demigod

Protection/Removal
(CTRL to add secondary)
Ramp
Thunderclap Drake
Flying
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Creature - Drake

Ramp
(CTRL to add secondary)
Tokens
Chasm Skulker
Whenever you draw a card, put a +1/+1 counter on this creature.
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
Creature - Horror Squid

Tokens
(CTRL to add secondary)
Wheel
Wheel
(CTRL to add secondary)
Maybeboard
Deadeye Navigator
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
Creature - Spirit

Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Summon: Valefor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands.
II, III, IV — Tap up to one target creature and put a stun counter on it.
Flying
I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands.
II, III, IV — Tap up to one target creature and put a stun counter on it.
Flying
Creature Enchantment - Saga Drake

Teferi, Temporal Pilgrim
Whenever you draw a card, put a loyalty counter on Teferi.
0: Draw a card.
−2: Create a 2/2 blue Spirit creature token with vigilance and "Whenever you draw a card, put a +1/+1 counter on this token."
−12: Target opponent chooses a permanent they control and returns it to its owner's hand. Then they shuffle each nonland permanent they control into its owner's library.
0: Draw a card.
−2: Create a 2/2 blue Spirit creature token with vigilance and "Whenever you draw a card, put a +1/+1 counter on this token."
−12: Target opponent chooses a permanent they control and returns it to its owner's hand. Then they shuffle each nonland permanent they control into its owner's library.
Legendary Planeswalker - Teferi

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Not Like Us"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Bear with me for a second, let me put y'all on game"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Introduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe general idea of this deck was to create a viable mono blue pump deck. Blue is pretty much barren as far as pump cards go, so the first and last strategy with this deck is getting our commander, Alandra Sky Dreamer onto the battlefield as quickly as possible and keep her there. Her ability allows us to create a 2/2 drake token on the second card draw of the turn and pump those drakes +X/+X to the player's hand count when we draw a 5th card that turn. +7/+7 is already a very solid pump, but if we can remove the maximum hand count, we can end games very quickly. This deck also includes a couple of other draw related win conditions as well, if our commander is removed early or we happen to draw them.\n\n"},{"attributes":{"bold":true},"insert":"Rulings"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThere are two interesting rulings on Alandra, Sky Dreamer's abilities that we can use to our advantage. The first one is that her abilities states 'each turn' not 'each controller's turn'. This means that as long as were drawing cards at instant speed, we can generate and pump our Drakes on our opponents' turns. This can double, triple or quadruple our Drake token generation, and/or give us massive pump right before an opponent attacks to defend ourselves.\n\nThe second interesting ruling is that her second ability, which gives us our +X/+X pump on our fifth card draw, only triggers when we draw our fifth card, and doesn't resolve until the previous spell is removed from the stack. This means that the +X/+X value doesn't lock in until after spells that give us card draw have allowed us to finish drawing cards. For example, Let's say I have drawn only 1 card on my upkeep, have 7 cards in my hand, and cast Tolarian Winds. Tolarian Winds wheels out my current hand, so I discard the remaining 6 cards in my hand and draw 6 cards. When I draw the 4th of those 6 cards, Alandra's ability triggers, since i've drawn my 5th card that turn, but it doesn't resolve until I finish drawing cards. Instead of a measly +4/+4 pump I would get when her ability triggers, we instead get +6/+6 from the 6 cards in our hand. \n\n"},{"attributes":{"bold":true},"insert":"Main Strategy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nAs mentioned in the introduction, our main strategy here is token generation and pump of our Drakes and Drake Tokens. Doing that requires us to have our commander on the field, so we'll want to get here there as soon as possible. We have cards like Emrakul's Messenger, which generates us Eldrazi Spawn tokens we can sacrifice for mana and a series of mana rocks like Sol Ring, Thought Vessel and Bender's Waterskin, which can help us get Alandra out within the first couple of turns. Once she is out, we'll want to keep her there. \n\nThis commander is barely cracking the top 1000, so most players probably wouldn't know how dangerous she can be immediately, but we still want to make sure she is protected from basic removal. This deck includes a number of instant speed counter spells and abilities which can help, like Wizards Retort, Mana Sculpt or You Find the Villians' Lair. We also have Narset's Reversal, which allows us to send our opponents' spells back at them. Our Drakes can help protect our commander as well. Cards like Spiketail Drake, Spiketail Drakeling, or Spiketail Hatchling, can be sacrificed at instant speed to counter an opponent's spells. Monastery Siege and Callaphe, Beloved of the Sea can also be cast to give all our creatures Ward 1 and 2, respectively (or combined).\n\nAnother few important cards to look out for are Wizards Staff and Krang, the All-Powerful. Wizard's staff is a 2 drop with 1 equip cost that gives prowess and triggers abilities an additional time. This is obviously very strong for Alandra, since we can double our drake output and pump. Similarly, Krang is a unique card that allows card draw triggers to trigger an additional time. Since both our commander's abilities are card draw triggers, along with a significant number of our other creatures, this can double our counters, tokens and pump. \n\nStandard operating procedure with this deck is to be getting a good amount of ramp and drake cards on the field the first couple of turns. Around turn 2-4, we want to be getting the commander on the field and putting down protection spells, like Lightning Greaves or Monastery Siege to ensure she stays there. After that its just a matter of drawing cards. We'll want to make sure the math is right to maximize our hands at the end of instants/sorceries. For example, if we draw once on our upkeep, we need 4 more cards draw to activate our pump. Lets say I play Thirst for Identity and draw 3 more cards. That will generate a Drake token, since i've drawn my second card that turn and put me at a total of 4 cards drawn total. Any additional cards drawn after that would trigger Alandra's second ability, so i'd want to play a card that would give me the maximum amount of card draw possible to make my hand as large as possible when that spell resolves. Something like Drown in Dreams, Pull from Tomorrow, or Silver Scrutiny would be optimal, if we had the mana for it. \n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Alternate Strategies/Combos"},{"attributes":{"header":3},"insert":"\n\n"},{"insert":"In the event our commander is removed early, or multiple times and we're basically left without our pump, we do have a couple of options. Cards like Iron Man, Armored Avenger or Chasm Skulker also benefit greatly from our card draw and can give themselves or other creatures counters on our card draw to strengthen them. Mischievous Mystic, Talrand, Sky Summoner and Chasm Skulker can create us an army of tokens in place of our commander. \n\nThere are also a few infinite or instant win combos in this deck. The Pensive Professor + Wizard Class or Pensive Professor + Iron Man, Armored Avenger combos gives us infinite card draw and counters while Triskaidekaphile + <Any Draw X Cards Instants> allows us to get our 13 card win condition on the end step of our opponents' turn. \n"}]}















































































