BunnyOfMagic
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Commander
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{"ops":[{"insert":"Designed with minimal card draw for lightning commander, try to empty your hand each turn and redraw three-to-five cards. Everything designed to be cheap to punish counterspell plays. Keep control of the board state with judicious removal, and then combo or win either tall or wide. Multiple threat angles, creature, artifact, spell, lands, make it tough for opponents to prepare for you or know what is important to remove, and the tiny bunnies are no threat until they combo off and win.\n\nLightning commander is a format where you can play two lands a turn and draw up to seven cards (minimum one) in your draw step. If not playing lightning commander, swap the discounting ramp spells for card draw (harvestrite host, idol of oblivion, caretaker's talent). Card advantage comes from emptying your hand each turn. And if you have infinite budget, it's time for moxen.\n\nIf playing lightning prioritize:\n(1) Threat removal\n(2) Discounts\n(3) Emptying hand\n(4) Setup for combos\n\nYou'll then be a big about-to-win threat, earliest turn 3, latest turn 6. Can't compete with extremely fast combo decks, but we hope the table helps to mitegate runaway combo decks.\n\nThere are several slower combos in this deck. Two infinite three-card combos involving Preston (commander). \n(1) Felidar guardian (CMC=4) + Preston + blink\n(2) Wispweaver angel (CMC=6) + Preston + blink\n\nIf you blink either one when Preston is on the field you make a copy which enters at the same time as the original. This puts two blink triggers on the stack. Use one of the blink triggers to blink the original real card, which adds another copy, and two more blink triggers. Every round you add one more creature and one more blink trigger. If someone tries to end your loop, you can restart it again with a single blink spell. Once you have enough blink triggers on the stack, you can also use them on your hare apparants to get oh so very many bunnies. And you can, on top, use phyrexian altar to sacrifice illusions at instant speed with Preston, to asymmetric board wipe before you swing in. Since Preston has to be on the field here, this is pretty much only possible on turn 5 of regular commander, or possibly turn 3 of lightning commander if all goes perfectly.\n\nBut you also have many ways to win. Deck out all opponents with altar of the brood, suprize attack with end-of-turn blinking to make a huge army (or using crashing drawbridge with lightning greaves). Alternatively make your single tall creature unblockable and swing in for lethal.\n\nThere is a minor protection package, but because your cards are so very cheap, and you redraw so many in lightning, you probably don't need to protect all that much until you are about to combo off. You probably only need to protect crashing drawbridge, and maybe Preston, or whoever is equipped with mirror mind crown.\n\nThe Valkyries call and Luminous broodmoth here do triple duty. They protect you from certain board wipes, they bring your creatures back in a way that triggers Preston, and they add flying counters. They also can both work together, also with cosmic intervention.\n\nIdeal starting hand has three+ lands, one+ hare apparants, a discount artifact, and everything else very low cost cards (one mana). You don't need to cast Preston until you actually are ready to blink something, similarly you can wait to cast hare apparent until you already have discounts in play.\n\nRemember in Lightning commander, there's no big advantage to keeping removal in hand, since you can get more fresh next round, so just throw your cards out there.\n\nAnd since you draw up to seven (in lightning commander), you can without much penalty (in lightning commander) mulligan up to three times to find your three-land hand, which gives you upwards of 90% chance to find that hand. Downside is this also is correct for other players who can find their combo pieces or tutors if they are running a combo deck.\n\nFollowing your three land opening hand, you'll ideally be at 5+ lands (>70%) and one discount card (>75%) at turn 3, at that point you are fully online.\n\nIn case you get behind on lands, land tax and tithe are very powerful in lightning commander, since your opponents will be playing two lands, you almost always can manipulate a trigger from tithe or land tax.\n\nThe discount artifacts all have different options/uses, meaning when you cast them you can be sure to get value depending what you choose. Obviously creature discount is the most useful in this deck, but if you already have that, artefact discount is a great choice. And if you have a lot of artefacts in hand, choosing artefact discount immediately is not a bad idea either.\n"}]}
Commander
Commander
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1. Hare apparent
1. Hare apparent
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2. Blink
Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
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.)
Instant

Parting Gust
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Instant

2. Blink
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4. Ramp
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

Claim Jumper
Vigilance
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
Creature - Mercenary Rabbit

Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact

4. Ramp
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5. Combo
Lesser Masticore
As an additional cost to cast this spell, discard a card.
: This creature deals 1 damage to target creature.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
: This creature deals 1 damage to target creature.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature Artifact - Masticore

5. Combo
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6. Finisher
6. Finisher
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Draw
Gustha's Scepter
: Exile a card from your hand face down. You may look at it for as long as it remains exiled.
: Return a card you own exiled with this artifact to your hand.
When you lose control of this artifact, put all cards exiled with this artifact into their owner's graveyard.
: Return a card you own exiled with this artifact to your hand.
When you lose control of this artifact, put all cards exiled with this artifact into their owner's graveyard.
Artifact

Lupinflower Village
: Add .
: Add . Spend this mana only to cast a creature spell.
, , Sacrifice this land: Look at the top six cards of your library. You may reveal a Bat, Bird, Mouse, or Rabbit card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
: Add . Spend this mana only to cast a creature spell.
, , Sacrifice this land: Look at the top six cards of your library. You may reveal a Bat, Bird, Mouse, or Rabbit card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Land

Monumental Henge
This land enters tapped unless you control a Plains.
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Land

Draw
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Explode
Thrumming Stone
Spells you cast have ripple 4. (Whenever you cast a spell, you may reveal the top four cards of your library. You may cast spells with the same name as that spell from among the revealed cards without paying their mana costs. Put the rest on the bottom of your library.)
Legendary Artifact

Explode
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Flying
Flying
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Protection
Helm of Chatzuk
, : Target creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Artifact

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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Recursion
Recursion
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Removal
Removal
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Tall
Tall
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Maybeboard
Archangel Elspeth
+1: Create a 1/1 white Soldier creature token with lifelink.
−2: Put two +1/+1 counters on target creature. It becomes an Angel in addition to its other types and gains flying.
−6: Return all nonland permanent cards with mana value 3 or less from your graveyard to the battlefield.
−2: Put two +1/+1 counters on target creature. It becomes an Angel in addition to its other types and gains flying.
−6: Return all nonland permanent cards with mana value 3 or less from your graveyard to the battlefield.
Legendary Planeswalker - Elspeth

Champion of the Hareish
Buddy list (As this creature enters, if any of its creature types isn't on your buddy list, write one of them on your buddy list.)
Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of the Hareish if one of that creature's creature types is on your buddy list. Otherwise, write one of its creature types on your buddy list.
Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of the Hareish if one of that creature's creature types is on your buddy list. Otherwise, write one of its creature types on your buddy list.
Creature - Soldier Rabbit

Champions from Beyond
When this enchantment enters, create X 1/1 colorless Hero creature tokens.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
Enchantment

Cosmic Intervention
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Ennis, Debate Moderator
When Ennis enters, exile up to one other target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
At the beginning of your end step, if one or more cards were put into exile this turn, put a +1/+1 counter on Ennis.
At the beginning of your end step, if one or more cards were put into exile this turn, put a +1/+1 counter on Ennis.
Legendary Creature - Human Cleric

Gathering Stone
As this artifact enters, choose a creature type.
Spells you cast of the chosen type cost less to cast.
When this artifact enters and at the beginning of your upkeep, look at the top card of your library. If it's a card of the chosen type, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Spells you cast of the chosen type cost less to cast.
When this artifact enters and at the beginning of your upkeep, look at the top card of your library. If it's a card of the chosen type, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Artifact

Lae'zel's Acrobatics
Exile all nontoken creatures you control, then roll a d20.
1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step.
10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
1—9 | Return those cards to the battlefield under their owner's control at the beginning of the next end step.
10—20 | Return those cards to the battlefield under their owner's control, then exile them again. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Instant

Omnipresent Impostor
Changeling
Omnipresent Impostor has all card names.
As you search your library for one or more cards, you may choose Omnipresent Impostor as one of those cards. (For example, if you search for two land cards, you may find Omnipresent Impostor and a land card.)
Omnipresent Impostor has all card names.
As you search your library for one or more cards, you may choose Omnipresent Impostor as one of those cards. (For example, if you search for two land cards, you may find Omnipresent Impostor and a land card.)
Basic Creature - Shapeshifter

Salvation Swan
Flash
Flying
Whenever this creature or another Bird you control enters, exile up to one target creature you control without flying. Return it to the battlefield under its owner's control with a flying counter on it at the beginning of the next end step.
Flying
Whenever this creature or another Bird you control enters, exile up to one target creature you control without flying. Return it to the battlefield under its owner's control with a flying counter on it at the beginning of the next end step.
Creature - Cleric Bird

Semester's End
Exile any number of target creatures and/or planeswalkers you control. At the beginning of the next end step, return each of them to the battlefield under its owner's control. Each of them enters with an additional +1/+1 counter on it if it's a creature and an additional loyalty counter on it if it's a planeswalker.
Instant

Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

The Mind Stone
Indestructible
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
Legendary Artifact - Infinity Stone

Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Maybeboard
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Swap if not lightning
Bennie Bracks, Zoologist
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
At the beginning of each end step, if you created a token this turn, draw a card.
At the beginning of each end step, if you created a token this turn, draw a card.
Legendary Creature - Elf Druid

Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class

Conjurer's Mantle
Equipped creature gets +1/+1 and has vigilance.
Whenever equipped creature attacks, look at the top six cards of your library. You may reveal a card that shares a creature type with that creature from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equip
Whenever equipped creature attacks, look at the top six cards of your library. You may reveal a card that shares a creature type with that creature from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equip
Artifact - Equipment

Court of Ardenvale
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, return target permanent card with mana value 3 or less from your graveyard to your hand. If you're the monarch, return that permanent card to the battlefield instead.
At the beginning of your upkeep, return target permanent card with mana value 3 or less from your graveyard to your hand. If you're the monarch, return that permanent card to the battlefield instead.
Enchantment

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

Icon of Ancestry
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
, : Look at the top three cards of your library. You may reveal a creature card of the chosen type from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creatures you control of the chosen type get +1/+1.
, : Look at the top three cards of your library. You may reveal a creature card of the chosen type from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Artifact

Swap if not lightning
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Designed with minimal card draw for lightning commander, try to empty your hand each turn and redraw three-to-five cards. Everything designed to be cheap to punish counterspell plays. Keep control of the board state with judicious removal, and then combo or win either tall or wide. Multiple threat angles, creature, artifact, spell, lands, make it tough for opponents to prepare for you or know what is important to remove, and the tiny bunnies are no threat until they combo off and win.\n\nLightning commander is a format where you can play two lands a turn and draw up to seven cards (minimum one) in your draw step. If not playing lightning commander, swap the discounting ramp spells for card draw (harvestrite host, idol of oblivion, caretaker's talent). Card advantage comes from emptying your hand each turn. And if you have infinite budget, it's time for moxen.\n\nIf playing lightning prioritize:\n(1) Threat removal\n(2) Discounts\n(3) Emptying hand\n(4) Setup for combos\n\nYou'll then be a big about-to-win threat, earliest turn 3, latest turn 6. Can't compete with extremely fast combo decks, but we hope the table helps to mitegate runaway combo decks.\n\nThere are several slower combos in this deck. Two infinite three-card combos involving Preston (commander). \n(1) Felidar guardian (CMC=4) + Preston + blink\n(2) Wispweaver angel (CMC=6) + Preston + blink\n\nIf you blink either one when Preston is on the field you make a copy which enters at the same time as the original. This puts two blink triggers on the stack. Use one of the blink triggers to blink the original real card, which adds another copy, and two more blink triggers. Every round you add one more creature and one more blink trigger. If someone tries to end your loop, you can restart it again with a single blink spell. Once you have enough blink triggers on the stack, you can also use them on your hare apparants to get oh so very many bunnies. And you can, on top, use phyrexian altar to sacrifice illusions at instant speed with Preston, to asymmetric board wipe before you swing in. Since Preston has to be on the field here, this is pretty much only possible on turn 5 of regular commander, or possibly turn 3 of lightning commander if all goes perfectly.\n\nBut you also have many ways to win. Deck out all opponents with altar of the brood, suprize attack with end-of-turn blinking to make a huge army (or using crashing drawbridge with lightning greaves). Alternatively make your single tall creature unblockable and swing in for lethal.\n\nThere is a minor protection package, but because your cards are so very cheap, and you redraw so many in lightning, you probably don't need to protect all that much until you are about to combo off. You probably only need to protect crashing drawbridge, and maybe Preston, or whoever is equipped with mirror mind crown.\n\nThe Valkyries call and Luminous broodmoth here do triple duty. They protect you from certain board wipes, they bring your creatures back in a way that triggers Preston, and they add flying counters. They also can both work together, also with cosmic intervention.\n\nIdeal starting hand has three+ lands, one+ hare apparants, a discount artifact, and everything else very low cost cards (one mana). You don't need to cast Preston until you actually are ready to blink something, similarly you can wait to cast hare apparent until you already have discounts in play.\n\nRemember in Lightning commander, there's no big advantage to keeping removal in hand, since you can get more fresh next round, so just throw your cards out there.\n\nAnd since you draw up to seven (in lightning commander), you can without much penalty (in lightning commander) mulligan up to three times to find your three-land hand, which gives you upwards of 90% chance to find that hand. Downside is this also is correct for other players who can find their combo pieces or tutors if they are running a combo deck.\n\nFollowing your three land opening hand, you'll ideally be at 5+ lands (>70%) and one discount card (>75%) at turn 3, at that point you are fully online.\n\nIn case you get behind on lands, land tax and tithe are very powerful in lightning commander, since your opponents will be playing two lands, you almost always can manipulate a trigger from tithe or land tax.\n\nThe discount artifacts all have different options/uses, meaning when you cast them you can be sure to get value depending what you choose. Obviously creature discount is the most useful in this deck, but if you already have that, artefact discount is a great choice. And if you have a lot of artefacts in hand, choosing artefact discount immediately is not a bad idea either.\n"}]}


















































































































