daphneorelse
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Commander
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{"ops":[{"insert":"It's enchantment bounce, inspired by the Dimir Bounce and Azorious Fliers decks in standard right now. The deck thrives by repeatedly casting and bouncing annoying enchantments that deplete your opponents' resources and flood your board with faeries. Nearly every creature in this deck has flying, and makes use of Alela's buff to beat down life totals alongside their added utility.\n\nThe first kind of board configuration that can take over the game involves Stax enchantments + bouncers. Stax enchantments in this deck look like "},{"insert":{"card-link":"Mana Breach"}},{"insert":", "},{"insert":{"card-link":"Oppression"}},{"insert":", "},{"insert":{"card-link":"Rule of Law"}},{"insert":", "},{"insert":{"card-link":"Arcane Laboratory"}},{"insert":", or most powerfully, "},{"insert":{"card-link":"Out of Time"}},{"insert":". Each of these can grind the game to a halt, but you break the symmetry by having reliable bouncers on board like "},{"insert":{"card-link":"Essence Reliquary"}},{"insert":", "},{"insert":{"card-link":"Umbilicus"}},{"insert":", "},{"insert":{"card-link":"Blood Clock"}},{"insert":", "},{"insert":{"card-link":"Words of Wind"}},{"insert":", "},{"insert":{"card-link":"Riptide Chimera"}},{"insert":", "},{"insert":{"card-link":"Shimmerwing Chimera"}},{"insert":", or "},{"insert":{"card-link":"Shi'ar Soldier"}},{"insert":". Then, you're free to deploy more threats on your turn, and replay those enchantments before passing. "},{"insert":{"card-link":"Out of Time"}},{"insert":" is the most powerful to stick because it denies all opponents access to their creatures on their turn, and you can repeatedly phase out whatever creatures they cast each turn, though you'll need a non-creature bouncer to create this lock. A very similar and powerful lock, though not Stax-y in the same sense, is "},{"insert":{"card-link":"Solitary Confinement"}},{"insert":"—with saboteur draw engines like "},{"insert":{"card-link":"Reconnaissance Mission"}},{"insert":", "},{"insert":{"card-link":"Waterbender Ascension"}},{"insert":", or "},{"insert":{"card-link":"Enduring Curiosity"}},{"insert":", you can often very easily outpace the upkeep costs, or you can leverage instant-speed bounce to avoid the sacrifice "},{"attributes":{"italic":true},"insert":"and"},{"insert":" still draw in your draw step, letting you buy back cast triggers and remain very hard to deal with.\n\nThe second kind of configuration you can work towards is an oppressive amount of enchantment ETBs and discard synergy. Several enchantments here force opponents to discard upon entering, such as "},{"insert":{"card-link":"Tinybones Joins Up"}},{"insert":", "},{"insert":{"card-link":"Bandit's Talent"}},{"insert":", "},{"insert":{"card-link":"Hopeless Nightmare"}},{"insert":", "},{"insert":{"card-link":"Disinformation Campaign"}},{"insert":", or "},{"insert":{"card-link":"Refurbished Familiar"}},{"insert":" (not an enchantment, but a flier that still triggers Alela). With the help of bouncers and enchantment discounters like "},{"insert":{"card-link":"Inquisitive Glimmer"}},{"insert":" and "},{"insert":{"card-link":"Starnheim Courser"}},{"insert":", you can recast these enchantments several times a turn. Alternatively, "},{"insert":{"card-link":"Thoughtrender Lamia"}},{"insert":" with any other enchantments work just as well. In these scenarios, the guy you really want on board is "},{"insert":{"card-link":"Aclazotz, Deepest Betrayal // Temple of the Dead"}},{"insert":", who will spawn more fliers and keep your hand full. Aclazotz is truly the secret commander of this deck, and he has infinite aura.\n\nLet's talk about some of my favorite card interactions:\n\nA really funny/evil configuration is "},{"insert":{"card-link":"Thoughtrender Lamia"}},{"insert":" + "},{"insert":{"card-link":"Amphibian Downpour"}},{"insert":", as you can turn an opponent's storm count (or your own) against them by repeatedly bouncing and casting Downpour and wiping your opponents' hands."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Estrid's Invocation"}},{"insert":" can become a big nuisance for your opponents in combination with more expensive control enchantments like"},{"insert":{"card-link":"The Legend of Yangchen // Avatar Yangchen"}},{"insert":" or "},{"insert":{"card-link":"Thoughtrender Lamia"}},{"insert":" that are too costly to bounce and redeploy each turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"There are three tutors in this deck that are carefully chosen: "},{"insert":{"card-link":"Invasion of Theros // Ephara, Ever-Sheltering"}},{"insert":" notably can grab protection in the form of "},{"insert":{"card-link":"Fae Flight"}},{"insert":", a control piece in the form of "},{"insert":{"card-link":"Amphibian Downpour"}},{"insert":", or big papa "},{"insert":{"card-link":"Aclazotz, Deepest Betrayal // Temple of the Dead"}},{"insert":" if your discard engines are running. "},{"insert":{"card-link":"Perplex"}},{"insert":" gets so many pieces, as most of the symmetric Stax enchantments are three mana as well as repeatable bouncers like "},{"insert":{"card-link":"Essence Reliquary"}},{"insert":" or "},{"insert":{"card-link":"Words of Wind"}},{"insert":". Last, "},{"insert":{"card-link":"Wishclaw Talisman"}},{"insert":" is just really funny to bounce to your hand, since you can activate it and use "},{"insert":{"card-link":"Essence Reliquary"}},{"insert":", "},{"insert":{"card-link":"Shi'ar Soldier"}},{"insert":", "},{"insert":{"card-link":"Sunpearl Kirin"}},{"insert":", "},{"insert":{"card-link":"This Town Ain't Big Enough"}},{"insert":", or "},{"insert":{"card-link":"Geistwave"}},{"insert":" to bounce it in response so an opponent doesn't get to use it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Your opponents just can't let "},{"insert":{"card-link":"Zur the Enchanter"}},{"insert":" stick around on the board. He can grab so many evil things."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Moonlit Meditation"}},{"insert":" has a lot of interesting targets in the deck: you can enchant ETB bounce creatures like "},{"insert":{"card-link":"Nurturing Pixie"}},{"insert":" or "},{"insert":{"card-link":"Sunpearl Kirin"}},{"insert":" to have repeatable bounce sources, you can enchant draw creatures like "},{"insert":{"card-link":"Welcoming Vampire"}},{"insert":" or "},{"insert":{"card-link":"Curiosity Crafter"}},{"insert":" for exponential draw, artifacts like "},{"insert":{"card-link":"Tithing Blade // Consuming Sepulcher"}},{"insert":" or "},{"insert":{"card-link":"Refurbished Familiar"}},{"insert":", or even "},{"insert":{"card-link":"Umbilicus"}},{"insert":", which can become oppressive to opponents and beneficial to you."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Two cards can airbend enchantments in the deck, "},{"insert":{"card-link":"Appa, Loyal Sky Bison"}},{"insert":" and "},{"insert":{"card-link":"The Legend of Yangchen // Avatar Yangchen"}},{"insert":", and not only do their abilities let you bounce and recast anything for two mana, but they have nice interactions with Rooms, letting you cast either side for just two mana as well. It feels really nice to airbend "},{"insert":{"card-link":"Mirror Room // Fractured Realm"}},{"insert":", cast Fractured Realm, and pop off with double draws, double discard, double fairies, double kill you."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"More of a question than anything... if I cast "},{"insert":{"card-link":"Fear of Isolation"}},{"insert":" and return something like "},{"insert":{"card-link":"Oppression"}},{"insert":" or "},{"insert":{"card-link":"Mana Breach"}},{"insert":" to my hand as part of its cost, do those enchantments trigger? I think they don't, which would be cool, but I'm unsure."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nI honestly think this is my most coherent, focused deck I've made so far, I really like the interactions and it makes me feel very evil. I've learned over time that I like feeling like the arch enemy at the table without feeling like any one card I play is too mean or powerful. Make me the bad guy Chun Li.\n"}]}
Commander
Commander
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Bounce
Appa, Loyal Sky Bison
Flying
Whenever Appa enters or attacks, choose one —
• Target creature you control gains flying until end of turn.
• Airbend another target nonland permanent you control. (Exile it. While it's exiled, its owner may cast it for rather than its mana cost.)
Whenever Appa enters or attacks, choose one —
• Target creature you control gains flying until end of turn.
• Airbend another target nonland permanent you control. (Exile it. While it's exiled, its owner may cast it for rather than its mana cost.)
Legendary Creature - Ally Bison

Bounce
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Copy
Mirror Room
When you unlock this door, create a token that's a copy of target creature you control, except it's a Reflection in addition to its other creature types.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Copy
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Counters
Collector's Cage
Hideaway 5 (When this artifact enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
, : Put a +1/+1 counter on target creature you control. Then if you control three or more creatures with different powers, you may play the exiled card without paying its mana cost.
, : Put a +1/+1 counter on target creature you control. Then if you control three or more creatures with different powers, you may play the exiled card without paying its mana cost.
Artifact

Counters
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Creature
Creature
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Discard
Aclazotz, Deepest Betrayal
Flying, lifelink
Whenever Aclazotz attacks, each opponent discards a card. For each opponent who can't, you draw a card.
Whenever an opponent discards a land card, create a 1/1 black Bat creature token with flying.
When Aclazotz dies, return it to the battlefield tapped and transformed under its owner's control.
Whenever Aclazotz attacks, each opponent discards a card. For each opponent who can't, you draw a card.
Whenever an opponent discards a land card, create a 1/1 black Bat creature token with flying.
When Aclazotz dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - Bat God


Bandit's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, each opponent discards two cards unless they discard a nonland card.
: Level 2
At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, they lose 2 life.
: Level 3
At the beginning of your draw step, draw an additional card for each opponent who has one or fewer cards in hand.
When this Class enters, each opponent discards two cards unless they discard a nonland card.
: Level 2
At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, they lose 2 life.
: Level 3
At the beginning of your draw step, draw an additional card for each opponent who has one or fewer cards in hand.
Enchantment - Class

Discard
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Draw
Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer

Omen of the Sea
Flash (You may cast this spell any time you could cast an instant.)
When this enchantment enters, scry 2, then draw a card.
, Sacrifice this enchantment: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
When this enchantment enters, scry 2, then draw a card.
, Sacrifice this enchantment: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Enchantment

Unholy Annex
At the beginning of your end step, draw a card. If you control a Demon, each opponent loses 2 life and you gain 2 life. Otherwise, you lose 2 life.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Waterbender Ascension
Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card.
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchantment

Draw
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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

Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land

Land
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Protection
Sephara, Sky's Blade
You may pay and tap four untapped creatures you control with flying rather than pay this spell's mana cost.
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Legendary Creature - Angel

Protection
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Pump
Secret Arcade
Nonland permanents you control and permanent spells you control are enchantments in addition to their other types.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Pump
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Ramp
Monk Class
(Gain the next level as a sorcery to add its ability.)
The second spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.
: Level 3
At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
The second spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.
: Level 3
At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
Enchantment - Class

Ramp
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Recursion
Recursion
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Removal
Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura

Case of the Gateway Express
When this Case enters, choose target creature you don't control. Each creature you control deals 1 damage to that creature.
To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Creatures you control get +1/+0.
To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Creatures you control get +1/+0.
Enchantment - Case

Cramped Vents
When you unlock this door, this Room deals 6 damage to target creature an opponent controls. You gain life equal to the excess damage dealt this way.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Momentum Breaker
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
When this enchantment enters, each opponent sacrifices a creature or Vehicle of their choice. Each opponent who can't discards a card.
, Sacrifice this enchantment: You gain life equal to your speed.
When this enchantment enters, each opponent sacrifices a creature or Vehicle of their choice. Each opponent who can't discards a card.
, Sacrifice this enchantment: You gain life equal to your speed.
Enchantment

Nowhere to Run
Flash
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
Enchantment

Out of Time
When this enchantment enters, untap all creatures, then those creatures phase out until this enchantment leaves the battlefield. Put a time counter on this enchantment for each creature that phased out this way.
Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)
Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)
Enchantment

Reality Acid
Enchant permanent
Vanishing 3 (This Aura enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this Aura leaves the battlefield, enchanted permanent's controller sacrifices it.
Vanishing 3 (This Aura enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this Aura leaves the battlefield, enchanted permanent's controller sacrifices it.
Enchantment - Aura

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
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Tutor
Invasion of Theros
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library for an Aura, God, or Demigod card, reveal it, put it into your hand, then shuffle.
When this Siege enters, search your library for an Aura, God, or Demigod card, reveal it, put it into your hand, then shuffle.
Battle - Siege


Tutor
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Sideboard
Appa, Steadfast Guardian
Flash
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Legendary Creature - Ally Bison

Fear of Sleep Paralysis
Flying
Eerie — Whenever this creature or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it.
Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
Eerie — Whenever this creature or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it.
Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
Creature Enchantment - Nightmare

Jace Reawakened
You can't cast Jace Reawakened during your first, second, or third turns of the game.
+1: Draw a card, then discard a card.
+1: You may exile a nonland card with mana value 3 or less from your hand. If you do, it becomes plotted.
−6: Until end of turn, whenever you cast a spell, copy it. You may choose new targets for the copy.
+1: Draw a card, then discard a card.
+1: You may exile a nonland card with mana value 3 or less from your hand. If you do, it becomes plotted.
−6: Until end of turn, whenever you cast a spell, copy it. You may choose new targets for the copy.
Legendary Planeswalker - Jace

Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Overlord of the Floodpits
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Flying
Whenever this permanent enters or attacks, draw two cards, then discard a card.
Flying
Whenever this permanent enters or attacks, draw two cards, then discard a card.
Creature Enchantment - Avatar Horror

Phenomenon Investigators
As this creature enters, choose Believe or Doubt.
• Believe — Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token.
• Doubt — At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card.
• Believe — Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token.
• Doubt — At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card.
Creature - Human Detective

Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Angel

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

Tameshi, Reality Architect
Whenever one or more noncreature permanents are returned to hand, draw a card. This ability triggers only once each turn.
, Return a land you control to its owner's hand: Return target artifact or enchantment card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.
, Return a land you control to its owner's hand: Return target artifact or enchantment card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.
Legendary Creature - Wizard Moonfolk

Tithing Blade
When this artifact enters, each opponent sacrifices a creature of their choice.
Craft with creature (, Exile this artifact, Exile a creature you control or a creature card from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Craft with creature (, Exile this artifact, Exile a creature you control or a creature card from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Artifact


Sideboard
(CTRL to add secondary)
Maybeboard
Age of Ultron
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each opponent, destroy up to one target nonartifact creature that player controls.
II — For each opponent, you create a 2/2 colorless Robot Villain artifact creature token.
III — Artifact creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on each of them.
I — For each opponent, destroy up to one target nonartifact creature that player controls.
II — For each opponent, you create a 2/2 colorless Robot Villain artifact creature token.
III — Artifact creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on each of them.
Enchantment - Saga

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

Blink
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, III — Choose target creature. Its owner shuffles it into their library, then investigates. (They create a Clue token.)
II, IV — Create a 2/2 black Alien Angel artifact creature token with first strike, vigilance, and "Whenever an opponent casts a creature spell, this token isn't a creature until end of turn."
I, III — Choose target creature. Its owner shuffles it into their library, then investigates. (They create a Clue token.)
II, IV — Create a 2/2 black Alien Angel artifact creature token with first strike, vigilance, and "Whenever an opponent casts a creature spell, this token isn't a creature until end of turn."
Enchantment - Saga

Corroding Dragonstorm
When this enchantment enters, each opponent loses 2 life and you gain 2 life. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
When a Dragon you control enters, return this enchantment to its owner's hand.
When a Dragon you control enters, return this enchantment to its owner's hand.
Enchantment

Demonic Covenant
Whenever one or more Demons you control attack a player, you draw a card and lose 1 life.
At the beginning of your end step, create a 5/5 black Demon creature token with flying, then mill two cards. If two cards that share all their card types were milled this way, sacrifice this enchantment.
At the beginning of your end step, create a 5/5 black Demon creature token with flying, then mill two cards. If two cards that share all their card types were milled this way, sacrifice this enchantment.
Enchantment Kindred - Demon

Detention Sphere
When this enchantment enters, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent.
When this enchantment leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
When this enchantment leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
Enchantment

Eirdu, Carrier of Dawn
Flying, lifelink
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.)
At the beginning of your first main phase, you may pay . If you do, transform Eirdu.
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.)
At the beginning of your first main phase, you may pay . If you do, transform Eirdu.
Legendary Creature - Elemental God


Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer

Etchings of the Chosen
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
, Sacrifice a creature of the chosen type: Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creatures you control of the chosen type get +1/+1.
, Sacrifice a creature of the chosen type: Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Enchantment

Fear of Impostors
Flash
When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Creature Enchantment - Nightmare

Ghostly Dancers
Flying
When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
Creature - Spirit

Lost in the Maze
Flash
When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
Enchantment

Odric, Lunarch Marshal
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
Legendary Creature - Human Soldier

Oubliette
When this enchantment enters, target creature phases out until this enchantment leaves the battlefield. Tap that creature as it phases in this way. (Auras and Equipment phase out with it. While permanents are phased out, they're treated as though they don't exist.)
Enchantment

Overlord of the Mistmoors
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying.
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying.
Creature Enchantment - Avatar Horror

Quest for the Nihil Stone
Whenever an opponent discards a card, you may put a quest counter on this enchantment.
At the beginning of each opponent's upkeep, if that player has no cards in hand and this enchantment has two or more quest counters on it, you may have that player lose 5 life.
At the beginning of each opponent's upkeep, if that player has no cards in hand and this enchantment has two or more quest counters on it, you may have that player lose 5 life.
Enchantment

Solitary Sanctuary
When this enchantment enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you tap an untapped creature an opponent controls, put a +1/+1 counter on target creature you control.
Whenever you tap an untapped creature an opponent controls, put a +1/+1 counter on target creature you control.
Enchantment

Starfield Vocalist
If a permanent entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Human Bard

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

Temporal Distortion
Whenever a creature or land becomes tapped, put an hourglass counter on it.
Each permanent with an hourglass counter on it doesn't untap during its controller's untap step.
At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.
Each permanent with an hourglass counter on it doesn't untap during its controller's untap step.
At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.
Enchantment

The Death of Gwen Stacy
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target creature.
II — Each player may discard a card. Each player who doesn't loses 3 life.
III — Exile any number of target players' graveyards.
I — Destroy target creature.
II — Each player may discard a card. Each player who doesn't loses 3 life.
III — Exile any number of target players' graveyards.
Enchantment - Saga

The Eagles Are Coming!
Kicker (You may pay an additional as you cast this spell.)
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Instant

The Master of Keys
Flying
When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards.
Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards.
Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
Legendary Creature Enchantment - Horror

Tolarian Contempt
When this enchantment enters, put a rejection counter on each creature your opponents control.
At the beginning of your end step, for each opponent, choose up to one target creature they control with a rejection counter on it. That creature's owner puts it on their choice of the top or bottom of their library.
At the beginning of your end step, for each opponent, choose up to one target creature they control with a rejection counter on it. That creature's owner puts it on their choice of the top or bottom of their library.
Enchantment

Victor, Valgavoth's Seneschal
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 2 if this is the first time this ability has resolved this turn. If it's the second time, each opponent discards a card. If it's the third time, put a creature card from a graveyard onto the battlefield under your control.
Legendary Creature - Human Warlock

Y'shtola, Night's Blessed
Vigilance
At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card.
Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life.
At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card.
Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life.
Legendary Creature - Cat Warlock

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Deck Info
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Description
{"ops":[{"insert":"It's enchantment bounce, inspired by the Dimir Bounce and Azorious Fliers decks in standard right now. The deck thrives by repeatedly casting and bouncing annoying enchantments that deplete your opponents' resources and flood your board with faeries. Nearly every creature in this deck has flying, and makes use of Alela's buff to beat down life totals alongside their added utility.\n\nThe first kind of board configuration that can take over the game involves Stax enchantments + bouncers. Stax enchantments in this deck look like "},{"insert":{"card-link":"Mana Breach"}},{"insert":", "},{"insert":{"card-link":"Oppression"}},{"insert":", "},{"insert":{"card-link":"Rule of Law"}},{"insert":", "},{"insert":{"card-link":"Arcane Laboratory"}},{"insert":", or most powerfully, "},{"insert":{"card-link":"Out of Time"}},{"insert":". Each of these can grind the game to a halt, but you break the symmetry by having reliable bouncers on board like "},{"insert":{"card-link":"Essence Reliquary"}},{"insert":", "},{"insert":{"card-link":"Umbilicus"}},{"insert":", "},{"insert":{"card-link":"Blood Clock"}},{"insert":", "},{"insert":{"card-link":"Words of Wind"}},{"insert":", "},{"insert":{"card-link":"Riptide Chimera"}},{"insert":", "},{"insert":{"card-link":"Shimmerwing Chimera"}},{"insert":", or "},{"insert":{"card-link":"Shi'ar Soldier"}},{"insert":". Then, you're free to deploy more threats on your turn, and replay those enchantments before passing. "},{"insert":{"card-link":"Out of Time"}},{"insert":" is the most powerful to stick because it denies all opponents access to their creatures on their turn, and you can repeatedly phase out whatever creatures they cast each turn, though you'll need a non-creature bouncer to create this lock. A very similar and powerful lock, though not Stax-y in the same sense, is "},{"insert":{"card-link":"Solitary Confinement"}},{"insert":"—with saboteur draw engines like "},{"insert":{"card-link":"Reconnaissance Mission"}},{"insert":", "},{"insert":{"card-link":"Waterbender Ascension"}},{"insert":", or "},{"insert":{"card-link":"Enduring Curiosity"}},{"insert":", you can often very easily outpace the upkeep costs, or you can leverage instant-speed bounce to avoid the sacrifice "},{"attributes":{"italic":true},"insert":"and"},{"insert":" still draw in your draw step, letting you buy back cast triggers and remain very hard to deal with.\n\nThe second kind of configuration you can work towards is an oppressive amount of enchantment ETBs and discard synergy. Several enchantments here force opponents to discard upon entering, such as "},{"insert":{"card-link":"Tinybones Joins Up"}},{"insert":", "},{"insert":{"card-link":"Bandit's Talent"}},{"insert":", "},{"insert":{"card-link":"Hopeless Nightmare"}},{"insert":", "},{"insert":{"card-link":"Disinformation Campaign"}},{"insert":", or "},{"insert":{"card-link":"Refurbished Familiar"}},{"insert":" (not an enchantment, but a flier that still triggers Alela). With the help of bouncers and enchantment discounters like "},{"insert":{"card-link":"Inquisitive Glimmer"}},{"insert":" and "},{"insert":{"card-link":"Starnheim Courser"}},{"insert":", you can recast these enchantments several times a turn. Alternatively, "},{"insert":{"card-link":"Thoughtrender Lamia"}},{"insert":" with any other enchantments work just as well. In these scenarios, the guy you really want on board is "},{"insert":{"card-link":"Aclazotz, Deepest Betrayal // Temple of the Dead"}},{"insert":", who will spawn more fliers and keep your hand full. Aclazotz is truly the secret commander of this deck, and he has infinite aura.\n\nLet's talk about some of my favorite card interactions:\n\nA really funny/evil configuration is "},{"insert":{"card-link":"Thoughtrender Lamia"}},{"insert":" + "},{"insert":{"card-link":"Amphibian Downpour"}},{"insert":", as you can turn an opponent's storm count (or your own) against them by repeatedly bouncing and casting Downpour and wiping your opponents' hands."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Estrid's Invocation"}},{"insert":" can become a big nuisance for your opponents in combination with more expensive control enchantments like"},{"insert":{"card-link":"The Legend of Yangchen // Avatar Yangchen"}},{"insert":" or "},{"insert":{"card-link":"Thoughtrender Lamia"}},{"insert":" that are too costly to bounce and redeploy each turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"There are three tutors in this deck that are carefully chosen: "},{"insert":{"card-link":"Invasion of Theros // Ephara, Ever-Sheltering"}},{"insert":" notably can grab protection in the form of "},{"insert":{"card-link":"Fae Flight"}},{"insert":", a control piece in the form of "},{"insert":{"card-link":"Amphibian Downpour"}},{"insert":", or big papa "},{"insert":{"card-link":"Aclazotz, Deepest Betrayal // Temple of the Dead"}},{"insert":" if your discard engines are running. "},{"insert":{"card-link":"Perplex"}},{"insert":" gets so many pieces, as most of the symmetric Stax enchantments are three mana as well as repeatable bouncers like "},{"insert":{"card-link":"Essence Reliquary"}},{"insert":" or "},{"insert":{"card-link":"Words of Wind"}},{"insert":". Last, "},{"insert":{"card-link":"Wishclaw Talisman"}},{"insert":" is just really funny to bounce to your hand, since you can activate it and use "},{"insert":{"card-link":"Essence Reliquary"}},{"insert":", "},{"insert":{"card-link":"Shi'ar Soldier"}},{"insert":", "},{"insert":{"card-link":"Sunpearl Kirin"}},{"insert":", "},{"insert":{"card-link":"This Town Ain't Big Enough"}},{"insert":", or "},{"insert":{"card-link":"Geistwave"}},{"insert":" to bounce it in response so an opponent doesn't get to use it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Your opponents just can't let "},{"insert":{"card-link":"Zur the Enchanter"}},{"insert":" stick around on the board. He can grab so many evil things."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Moonlit Meditation"}},{"insert":" has a lot of interesting targets in the deck: you can enchant ETB bounce creatures like "},{"insert":{"card-link":"Nurturing Pixie"}},{"insert":" or "},{"insert":{"card-link":"Sunpearl Kirin"}},{"insert":" to have repeatable bounce sources, you can enchant draw creatures like "},{"insert":{"card-link":"Welcoming Vampire"}},{"insert":" or "},{"insert":{"card-link":"Curiosity Crafter"}},{"insert":" for exponential draw, artifacts like "},{"insert":{"card-link":"Tithing Blade // Consuming Sepulcher"}},{"insert":" or "},{"insert":{"card-link":"Refurbished Familiar"}},{"insert":", or even "},{"insert":{"card-link":"Umbilicus"}},{"insert":", which can become oppressive to opponents and beneficial to you."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Two cards can airbend enchantments in the deck, "},{"insert":{"card-link":"Appa, Loyal Sky Bison"}},{"insert":" and "},{"insert":{"card-link":"The Legend of Yangchen // Avatar Yangchen"}},{"insert":", and not only do their abilities let you bounce and recast anything for two mana, but they have nice interactions with Rooms, letting you cast either side for just two mana as well. It feels really nice to airbend "},{"insert":{"card-link":"Mirror Room // Fractured Realm"}},{"insert":", cast Fractured Realm, and pop off with double draws, double discard, double fairies, double kill you."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"More of a question than anything... if I cast "},{"insert":{"card-link":"Fear of Isolation"}},{"insert":" and return something like "},{"insert":{"card-link":"Oppression"}},{"insert":" or "},{"insert":{"card-link":"Mana Breach"}},{"insert":" to my hand as part of its cost, do those enchantments trigger? I think they don't, which would be cool, but I'm unsure."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nI honestly think this is my most coherent, focused deck I've made so far, I really like the interactions and it makes me feel very evil. I've learned over time that I like feeling like the arch enemy at the table without feeling like any one card I play is too mean or powerful. Make me the bad guy Chun Li.\n"}]}



























































































































































