524 views38 days ago
Commander
Size: 100Salt sum: 43.5
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HahnSoloCup

524 views38 days ago
Commander
Size: 100Salt sum: 43.5

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{"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

Qty: 1 Price: $11.99
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.
Legendary Creature - Wizard Merfolk
Alandra, Sky Dreamer (mkc) 94

Commander

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Additional Triggers

Qty: 2 Price: $5.68
Krang, the All-Powerful
If a player drawing a card causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Whenever a player draws their second card each turn, put a +1/+1 counter on Krang.
Legendary Creature Artifact - Robot Utrom
Krang, the All-Powerful (tmc) 13
Wizard's Staff
Equipped creature has prowess. (Whenever its controller casts a noncreature spell, that creature gets +1/+1 until end of turn.)
If a triggered ability of equipped creature triggers, that ability triggers an additional time.
Equip Wizard

Equip
Artifact - Equipment
Wizard's Staff (hob) 59

Additional Triggers

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Anthem

Qty: 3 Price: $1.33
Favorable Winds
Creatures you control with flying get +1/+1.
Enchantment
Favorable Winds (cns) 98
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.)
Legendary Creature Artifact - Vedalken Phyrexian
Unctus, Grand Metatect (one) 75
Windstorm Drake
Flying
Other creatures you control with flying get +1/+0.
Creature - Drake
Windstorm Drake (j25) 392

Anthem

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Creature

Qty: 11 Price: $10.93
Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (soc) 188
Eyekite
Flying
This creature gets +2/+0 as long as you've drawn two or more cards this turn.
Creature - Drake
Eyekite (j22) 293
Harmonized Trio
, Tap two untapped creatures you control: This creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Wizard Merfolk Bard
Harmonized Trio // Brainstorm (sos) 52
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.)
Legendary Creature Artifact - Human Hero
Iron Man, Armored Avenger (msc) 33
Loyal Drake
Flying
Lieutenant — At the beginning of combat on your turn, if you control your commander, draw a card.
Creature - Drake
Loyal Drake (cmm) 104
Muse Drake
Flying
When this creature enters, draw a card.
Creature - Drake
Muse Drake (j25) 330
Pensive Professor
Increment (Whenever you cast a spell, if the amount of mana you spent is greater than this creature's power or toughness, put a +1/+1 counter on this creature.)
Whenever one or more +1/+1 counters are put on this creature, draw a card.
Creature - Human Wizard
Pensive Professor (sos) 63
Screeching Drake
Flying
When this creature enters, draw a card, then discard a card.
Creature - Drake
Screeching Drake (p02) 44
Tide Skimmer
Flying
Whenever you attack with two or more creatures with flying, draw a card.
Creature - Drake
Tide Skimmer (j25) 375
Triskaidekaphile
You have no maximum hand size.
At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game.
: Draw a card.
Creature - Human Wizard
Triskaidekaphile (mid) 386
Windreader Sphinx
Flying
Whenever a creature with flying attacks, you may draw a card.
Creature - Sphinx
Windreader Sphinx (j25) 391

Creature

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Draw

Qty: 20 Price: $29.86
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (dsc) 113
Brainsurge
Draw four cards, then put two cards from your hand on top of your library in any order.
Instant
Brainsurge (mh3) 53
Careful Consideration
Target player draws four cards, then discards three cards. If you cast this spell during your main phase, instead that player draws four cards, then discards two cards.
Instant
Careful Consideration (tsr) 56
Compulsive Research
Target player draws three cards. Then that player discards two cards unless they discard a land card.
Sorcery
Compulsive Research (tdc) 147
Drown in Dreams
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Target player draws X cards.
• Target player mills twice X cards.
Instant
Drown in Dreams (m3c) 181
Field Research
Kicker
(You may pay an additional
as you cast this spell.)
Draw two cards. If this spell was kicked, draw three cards instead.
Sorcery
Field Research (znr) 58
Flow of Knowledge
Draw a card for each Island you control, then discard two cards.
Instant
Flow of Knowledge (bro) 49
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (dmr) 285
Insight Engine
,
: Put a charge counter on this artifact, then draw a card for each charge counter on it.
Artifact
Insight Engine (eoc) 6
Keep Watch
Draw a card for each attacking creature.
Instant
Keep Watch (jud) 43
Military Intelligence
Whenever you attack with two or more creatures, draw a card.
Enchantment
Military Intelligence (j22) 322
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.
Legendary Enchantment
Proft's Eidetic Memory (mkm) 67
Pull from Tomorrow
Draw X cards, then discard a card.
Instant
Pull from Tomorrow (fic) 269
Silver Scrutiny
You may cast this spell as though it had flash if X is 3 or less.
Draw X cards.
Sorcery
Silver Scrutiny (dmu) 65
Super Intelligence
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, that player draws a card.
Enchantment - Aura
Super Intelligence (msh) 77
Teferi's Ageless Insight
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Legendary Enchantment
Teferi's Ageless Insight (j25) 371
Thirst for Discovery
Draw three cards. Then discard two cards unless you discard a basic land card.
Instant
Thirst for Discovery (vow) 333
Thirst for Identity
Draw three cards. Then discard two cards unless you discard a creature card.
Instant
Thirst for Identity (ecl) 79
Winged Words
This spell costs
less to cast if you control a creature with flying.
Draw two cards.
Sorcery
Winged Words (j25) 393
Wizard Class
(Gain the next level as a sorcery to add its ability.)
You have no maximum hand size.
: Level 2
When this Class becomes level 2, draw two cards.
: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.
Enchantment - Class
Wizard Class (afr) 81

Draw

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Land

Qty: 35 Price: $30.41
Agna Qel'a
This land enters tapped unless you control a basic land.
: Add
.
,
: Draw a card, then discard a card.
Land
Agna Qel'a (tla) 264
Archway of Innovation
This land enters tapped unless you control an Island.
: Add
.
,
: The next spell you cast this turn has improvise. (Your artifacts can help cast that spell. Each artifact you tap after you're done activating mana abilities pays for
.)
Land
Archway of Innovation (mh3) 214
Island
(
: Add
.)
Basic Land - Island
Island (msh) 289
Lonely Sandbar
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Lonely Sandbar (eoc) 166
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (soc) 388
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (plg20) 1
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (soc) 400
The Mycosynth Gardens
: Add
.
,
: Add one mana of any color.
,
: This land becomes a copy of target nontoken artifact you control with mana value X.
Land - Sphere
The Mycosynth Gardens (eoc) 168

Land

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Protection/Removal

Qty: 10 Price: $8.70
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."
Legendary Creature Enchantment - Demigod
Callaphe, Beloved of the Sea (thb) 45
Mana Sculpt
Counter target spell. If you control a Wizard, add an amount of
equal to the amount of mana spent to cast that spell at the beginning of your next main phase.
Instant
Mana Sculpt (sos) 57
Monastery Siege
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your draw step, draw an additional card, then discard a card.
• Dragons — Spells your opponents cast that target you or a permanent you control cost
more to cast.
Enchantment
Monastery Siege (c17) 88
Narset's Reversal
Copy target instant or sorcery spell, then return it to its owner's hand. You may choose new targets for the copy.
Instant
Narset's Reversal (tdc) 92
Spiketail Drake
Flying
Sacrifice this creature: Counter target spell unless its controller pays
.
Creature - Drake
Spiketail Drake (plst) PCY-48
Spiketail Drakeling
Flying
Sacrifice this creature: Counter target spell unless its controller pays
.
Creature - Drake
Spiketail Drakeling (tsr) 89
Spiketail Hatchling
Flying (This creature can't be blocked except by creatures with flying or reach.)
Sacrifice this creature: Counter target spell unless its controller pays
.
Creature - Drake
Spiketail Hatchling (10e) 111
Thassa's Rebuff
Counter target spell unless its controller pays
, where X is your devotion to blue. (Each
in the mana costs of permanents you control counts toward your devotion to blue.)
Instant
Thassa's Rebuff (bng) 54
Wizard's Retort
This spell costs
less to cast if you control a Wizard.
Counter target spell.
Instant
Wizard's Retort (plst) DOM-75
You Find the Villains' Lair
Choose one —
• Foil Their Scheme — Counter target spell.
• Learn Their Secrets — Draw two cards, then discard two cards.
Instant
You Find the Villains' Lair (afr) 84

Protection/Removal

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Ramp

Qty: 11 Price: $21.25
Baral, Chief of Compliance
Instant and sorcery spells you cast cost
less to cast.
Whenever a spell or ability you control counters a spell, you may draw a card. If you do, discard a card.
Legendary Creature - Human Wizard
Baral, Chief of Compliance (aer) 28
Bender's Waterskin
Untap this artifact during each other player's untap step.
: Add one mana of any color.
Artifact
Bender's Waterskin (tla) 255
Emrakul's Messenger
Devoid (This card has no color.)
Flying
Whenever you draw your second card each turn, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add
."
Creature - Rogue Faerie Eldrazi
Emrakul's Messenger (mh3) 61
Geyser Drake
Flying
During turns other than yours, spells you cast cost
less to cast.
Creature - Drake
Geyser Drake (otj) 51
Heraldic Banner
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+0.
: Add one mana of the chosen color.
Artifact
Heraldic Banner (fdn) 254
High Tide
Until end of turn, whenever a player taps an Island for mana, that player adds an additional
.
Instant
High Tide (dmr) 419
Kefnet's Monument
Blue creature spells you cast cost
less to cast.
Whenever you cast a creature spell, target creature an opponent controls doesn't untap during its controller's next untap step.
Legendary Artifact
Kefnet's Monument (akh) 231
Peregrine Drake
Flying
When this creature enters, untap up to five lands.
Creature - Drake
Peregrine Drake (dmr) 65
Sol Ring
: Add
.
Artifact
Sol Ring (soc) 128
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (dsc) 256
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.
Creature - Drake
Thunderclap Drake (soc) 204

Ramp

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Tokens

Qty: 4 Price: $2.56
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.)
Creature - Horror Squid
Chasm Skulker (fic) 262
Drake Haven
Whenever you cycle or discard a card, you may pay
. If you do, create a 2/2 blue Drake creature token with flying.
Enchantment
Drake Haven (c20) 110
Mischievous Mystic
Flying
Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying.
Creature - Human Wizard
Mischievous Mystic (fdn) 47
Talrand, Sky Summoner
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
Legendary Creature - Wizard Merfolk
Talrand, Sky Summoner (otc) 116

Tokens

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Wheel

Qty: 3 Price: $2.69
Tolarian Winds
Discard all the cards in your hand, then draw that many cards.
Instant
Tolarian Winds (usg) 104
Whirlpool Drake
Flying
When this creature enters, shuffle the cards from your hand into your library, then draw that many cards.
When this creature dies, shuffle the cards from your hand into your library, then draw that many cards.
Creature - Drake
Whirlpool Drake (plst) APC-34
Whirlpool Rider
When this creature enters, shuffle the cards from your hand into your library, then draw that many cards.
Creature - Merfolk
Whirlpool Rider (apc) 35

Wheel

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Maybeboard

Qty: 18 Price: $27.82
Cerulean Drake
Flying
Protection from red (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything red.)
Sacrifice this creature: Counter target spell that targets you.
Creature - Drake
Cerulean Drake (m20) 53
Curiosity Crafter
Flying
You have no maximum hand size.
Whenever a creature token you control deals combat damage to a player, draw a card.
Creature - Wizard Bird
Curiosity Crafter (soc) 191
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."
Creature - Spirit
Deadeye Navigator (avr) 47
Decanter of Endless Water
You have no maximum hand size.
: Add one mana of any color.
Artifact
Decanter of Endless Water (clb) 444
Diviner's Wand
Equipped creature has "Whenever you draw a card, this creature gets +1/+1 and gains flying until end of turn" and "
: Draw a card."
Whenever a Wizard creature enters, you may attach this Equipment to it.
Equip
Artifact Kindred - Wizard Equipment
Diviner's Wand (mor) 142
Echo, Perceptive Prodigy
Vigilance
,
: Copy target activated or triggered ability you control from a creature source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
Legendary Creature - Human Hero
Echo, Perceptive Prodigy (msh) 51
Empyrial Plate
Equipped creature gets +1/+1 for each card in your hand.
Equip
Artifact - Equipment
Empyrial Plate (c16) 251
Flux
Each player discards any number of cards, then draws that many cards.
Draw a card.
Sorcery
Flux (plst) POR-55
Forgotten Creation
Skulk (This creature can't be blocked by creatures with greater power.)
At the beginning of your upkeep, you may discard all the cards in your hand. If you do, draw that many cards.
Creature - Horror Zombie
Forgotten Creation (drc) 77
Haughty Djinn
Flying
Haughty Djinn's power is equal to the number of instant and sorcery cards in your graveyard.
Instant and sorcery spells you cast cost
less to cast.
Creature - Djinn
Haughty Djinn (tdc) 154
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.
Artifact
Midnight Clock (drc) 79
Psychosis Crawler
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand.
Whenever you draw a card, each opponent loses 1 life.
Creature Artifact - Horror Phyrexian
Psychosis Crawler (blc) 282
Stroke of Genius
Target player draws X cards.
Instant
Stroke of Genius (soc) 203
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
Creature Enchantment - Saga Drake
Summon: Valefor (fic) 42
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.
Legendary Planeswalker - Teferi
Teferi, Temporal Pilgrim (bro) 66
Warden of Evos Isle
Flying
Creature spells with flying you cast cost
less to cast.
Creature - Wizard Bird
Warden of Evos Isle (j25) 385
Waterbending Scroll
,
: Draw a card. This ability costs
less to activate for each Island you control.
Artifact
Waterbending Scroll (tla) 81
Zephyr Boots
Equipped creature has flying.
Whenever equipped creature deals combat damage to a player, draw a card, then discard a card.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Zephyr Boots (stx) 261

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 3 cards
78 pips - 60 cards
35 mana - 35 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
8 mana - 7 cards
CategoriesQtyOdds
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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"}]}
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