samsam1
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Commander
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Commander
Jeleva, Nephalia's Scourge
Flying
When Jeleva enters, each player exiles the top X cards of their library, where X is the amount of mana spent to cast Jeleva.
Whenever Jeleva attacks, you may cast an instant or sorcery spell from among cards exiled with Jeleva without paying its mana cost.
When Jeleva enters, each player exiles the top X cards of their library, where X is the amount of mana spent to cast Jeleva.
Whenever Jeleva attacks, you may cast an instant or sorcery spell from among cards exiled with Jeleva without paying its mana cost.
Legendary Creature - Wizard Vampire

Commander
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Copy
Lithoform Engine
, : Copy target activated or triggered ability you control. You may choose new targets for the copy.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
, : Copy target permanent spell you control. (The copy becomes a token.)
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
, : Copy target permanent spell you control. (The copy becomes a token.)
Legendary Artifact

Copy
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Creature
Stensian Sanguinist
Whenever you attack, target creature gains deathtouch until end of turn. Whenever that creature deals combat damage to a player this combat, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Vampire Cleric

Creature
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Draw
Jace, the Mind Sculptor
+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library.
0: Draw three cards, then put two cards from your hand on top of your library in any order.
−1: Return target creature to its owner's hand.
−12: Exile all cards from target player's library, then that player shuffles their hand into their library.
0: Draw three cards, then put two cards from your hand on top of your library in any order.
−1: Return target creature to its owner's hand.
−12: Exile all cards from target player's library, then that player shuffles their hand into their library.
Legendary Planeswalker - Jace

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

World at War
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery

Finisher
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Land
Land
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Landfall
Moraug, Fury of Akoum
Each creature you control gets +1/+0 for each time it has attacked this turn.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Legendary Creature - Warrior Minotaur

Landfall
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Mill
Breach the Multiverse
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Sorcery

Mill
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Protection
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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Ramp
Hit the Mother Lode
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery

Ramp
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Removal
Removal
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Sorcery
Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Sorcery
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Theft
Theft
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Tutor
Lim-Dûl's Vault
Look at the top five cards of your library. As many times as you choose, you may pay 1 life, put those cards on the bottom of your library in any order, then look at the top five cards of your library. Then shuffle and put the last cards you looked at this way on top in any order.
Instant

Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"italic":true},"insert":"A Commander deck built around the peaks and valleys of mana"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nMost Commander decks naturally develop a smooth mana curve with cheap setup and ramp, efficient mid-game plays, and powerful late-game finishers. Jeleva Valley intentionally rejects that norm. Almost every spell costs either 1-2 mana or 7+ mana, creating a literal valley where the 3-6 mana range almost completely disappears. \n\nThis isn't a drawback, but the entire strategy.\n\nThe deck uses Jeleva, Nephalia's Scourge as the perfect commander for this unusual construction. Jeleva transforms enormous spells that would normally be difficult to cast into free, explosive game-changing effects. Most 3-6 mana spells would feel low-impact for the amount of setup required to cast them with Jeleva, so replacing all of them with 7+ mana spells ensures that every free cast shakes the table.\n\n"},{"attributes":{"bold":true},"insert":"Building the Valley"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck has two distinct worlds:\n\nThe low end consists of topdeck manipulation, tutors, protection, ramp, and bounce effects. These cards exist almost entirely to prepare the perfect moment.\n\nThe high end consists of extra turns, massive theft effects, board-changing effects, and rediculous value engines. These are the spells Jeleva is meant to steal from the top of the deck and cast for free. \n\nThe missing middle is intentional. There are almost no traditional mid-range EDH staples because Jeleva herself is the bridge between the two halves of the deck.\n\n"},{"attributes":{"bold":true},"insert":"The Jeleva Engine"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nJeleva has two abilities that define the deck.\n\nWhen Jeleva is cast, she exiles cards from the top of each player's library equal to the mana spent to cast her. This creates a constantly growing pool of powerful spells waiting to be unleashed.\n\nWhen Jeleva attacks, she allows one of those exiled instant or sorcery cards to be cast for free.\n\nThe goal is simple: Cast Jeleva, attack, cast an absurd spell, return Jeleva, do it again.\n\nThe deck contains several ways to repeatedly return Jeleva to hand, allowing her to be recast and expand the pool of available spells throughout the game. Each new Jeleva cast increases the number of potential game-altering plays available.\n\n"},{"attributes":{"bold":true},"insert":"Turning One Attack Into Many"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nA single Jeleva attack is powerful. but multiple Jeleva attacks become ridiculous.\n\nThe deck includes several ways to generate additional combat steps: World at War, Karlach, and Moraug.\n\nThese cards create additional opportunities to trigger Jeleva's ability and continue chaining massive spells.\n\n"},{"attributes":{"bold":true},"insert":"Breaking the Rules of Casting Costs"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nJeleva is not the only way this deck cheats on mana.\nAdditional ways to cast enormous spells for free include: Aminatou's Augury, Breach the Multiverse, Dream Harvest, and Improvisation Capstone.\n\nThese spells often create cascading turns where one free spell leads into another, producing the kind of explosive sequences that would normally require far more mana than this deck could realistically generate.\n\n"},{"attributes":{"bold":true},"insert":"Making Jeleva Attack Immediately"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nA major challenge with repeatedly casting Jeleva is summoning sickness.\nThe deck solves this with multiple sources of repeatable haste and protection including Arena of Glory, Lightning Greaves, and Swiftfoot Boots.\n\nThese allow Jeleva to enter the battlefield and immediately begin generating value before opponents have time to react.\n\n"},{"attributes":{"bold":true},"insert":"Finding the Perfect Spell"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nBecause the deck's entire strategy revolves around what is on top of the library, it contains an unusually high density of manipulation effects.\nCards like Sensei's Divining Top, Brainstorm, Jace the Mind Sculpter, Scroll Rack, and Soothsaying allow for efficient arrangement of spells for Jeleva triggers.\n\nThe tutor package serves the same purpose. Cards like Vampiric Tutor, Mystical Tutor, Personal Tutor, and Imperial Seal ensure that the perfect seven-, eight-, or even nine-mana spell is waiting when Jeleva attacks.\n\n"},{"attributes":{"bold":true},"insert":"How Does Jeleva Valley Win?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis deck does not attempt to win as quickly as possible. It does not aim for a turn-four combo or a deterministic lock. Instead, it wins by creating turns that become increasingly impossible to survive.\n\nPossible finishes include: Insurrection for lethal attack, repeated Exsanguinate with Stensian Sanguinist, extra-turn chains that allow Jeleva to attack again and again, or using opponents' own libraries against them through Jeleva theft and copied spells.\n\nUsing a land package and cards that match the average pacing of a bracket 4, the deck is powerful, but its goal is not maximum efficiency. It is built to showcase spells that are normally too expensive to see play, and creating absolutely bonkers turns.\n"}]}


















































































