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Commander
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{"ops":[{"insert":"Casting "},{"insert":{"card-link":"Tellah, Great Sage"}},{"insert":" costs five mana, and he needs protection if you dont want to risk loosing him immediately.\nThere are a few ramp pieces that will let you cast him early, but its best to wait until you have protection as well, like: "},{"insert":{"card-link":"Suspend"}},{"insert":" "},{"insert":{"card-link":"Fleeting Reflection"}},{"insert":" "},{"insert":{"card-link":"Vanishing"}},{"insert":" "},{"insert":{"card-link":"March of Swirling Mist"}},{"insert":" or "},{"insert":{"card-link":"Negate"}},{"insert":".\n\nThere are a few \"minicommanders\" that can help with your gameplan, even if you cant get your commander out: "},{"insert":{"card-link":"Shantotto, Tactician Magician"}},{"insert":" , "},{"insert":{"card-link":"Prompto Argentum"}},{"insert":" , "},{"insert":{"card-link":"The Emperor of Palamecia // The Lord Master of Hell"}},{"insert":" , "},{"insert":{"card-link":"Gandalf, Goblins' Bane // Flameshape"}},{"insert":" and maybe "},{"insert":{"card-link":"Ultros, Obnoxious Octopus"}},{"insert":" .\n\nIf you dont have the upper hand, thin out the board with "},{"insert":{"card-link":"Wash Out"}},{"insert":" , "},{"insert":{"card-link":"Mists of Lórien"}},{"insert":" or "},{"insert":{"card-link":"Inscription of Insight"}},{"insert":".\n\nThere are also a few theft effects so you can disrupt opponents and be aggressive with creatures without casting creature spells: "},{"insert":{"card-link":"Possession Engine"}},{"insert":", "},{"insert":{"card-link":"Control Magic"}},{"insert":", "},{"insert":{"card-link":"Trade the Helm"}},{"insert":" or "},{"insert":{"card-link":"Thieving Skydiver"}},{"insert":" .\n\nIf you can get out your commander, you want to focus on 4 mana spells and maybe an X spell you can cast for 8 or more mana as a finisher (or "},{"insert":{"card-link":"Expropriate"}},{"insert":" ). Kicker and other additional costs also count towards the total cost, so make good use of cards like "},{"insert":{"card-link":"Return the Favor"}},{"insert":", "},{"insert":{"card-link":"Inscription of Insight"}},{"insert":" and "},{"insert":{"card-link":"Electrodominance"}},{"insert":" and "},{"insert":{"card-link":"Comet Storm"}},{"insert":" .\n\nTo protect your lifepoints and to crew Vehicles there are a few token generators: "},{"insert":{"card-link":"Thopter Spy Network"}},{"insert":" and "},{"insert":{"card-link":"Third Path Iconoclast"}},{"insert":" in addition to Tellahs ability.\n\nThis deck is still a little weak on stackinteraction and removing noncreature permanents, but I don't plan on doing anything about it.\nI see a lot of people who use 4cmc manarocks and cost reducers for instants and sorceries in their decks.\nI find 2 mana rocks with utility more useful, since they help get your commander out and bridge the early game.\nAnd costreducers just don't work with tellahs ability. He specifically cares about the cost. Great for X spells, but bad for 4cmc spells that dont trigger card draw anymore.\n\nThat's about it.\nDon't play this deck.\nGo outside and have a nice day!\n\n\n"}]}
Commander
Tellah, Great Sage
Whenever you cast a noncreature spell, create a 1/1 colorless Hero creature token. If four or more mana was spent to cast that spell, draw two cards. If eight or more mana was spent to cast that spell, sacrifice Tellah and it deals that much damage to each opponent.
Legendary Creature - Human Wizard

Commander
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Copy
Copy
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Draw
Inscription of Insight
Kicker
Choose one. If this spell was kicked, choose any number instead.
• Return up to two target creatures to their owners' hands.
• Scry 2, then draw two cards.
• Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
Choose one. If this spell was kicked, choose any number instead.
• Return up to two target creatures to their owners' hands.
• Scry 2, then draw two cards.
• Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
Sorcery

Subterranean Schooner
Whenever this Vehicle attacks, target creature that crewed it this turn explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
Crew 1
Crew 1
Artifact - Vehicle

Draw
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Finisher
Finisher
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Land
Land
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Lifegain
Lifegain
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Protection
Illusionist's Gambit
Cast this spell only during the declare blockers step on an opponent's turn.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
Instant

March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant

Protection
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Ramp
The Emperor of Palamecia
: Add or . Spend this mana only to cast a noncreature spell.
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it.
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it.
Legendary Creature - Human Wizard Noble


Ramp
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Removal
Extinguisher Battleship
When this Spacecraft enters, destroy target noncreature permanent. Then this Spacecraft deals 4 damage to each creature.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 5+.)
5+ | Flying, trample
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 5+.)
5+ | Flying, trample
Artifact - Spacecraft

Mists of Lórien
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Return target nonland permanent and each other nonland permanent with the same mana value as that permanent to their owners' hands.
Return target nonland permanent and each other nonland permanent with the same mana value as that permanent to their owners' hands.
Sorcery

Skysovereign, Consul Flagship
Flying
Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle

Suspend
Exile target creature and put two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant

Thieving Skydiver
Kicker . X can't be 0. (You may pay an additional as you cast this spell.)
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Creature - Merfolk Rogue

Ultimate Magic: Meteor
Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents.
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.)
Sorcery

Ultros, Obnoxious Octopus
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, 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 cast a noncreature spell, if at least eight mana was spent to cast it, put eight +1/+1 counters on Ultros.
Whenever you cast a noncreature spell, if at least eight mana was spent to cast it, put eight +1/+1 counters on Ultros.
Legendary Creature - Octopus

Removal
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Theft
Deluxe Dragster
This Vehicle can't be blocked except by Vehicles.
Whenever this Vehicle deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Crew 2
Whenever this Vehicle deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Crew 2
Artifact - Vehicle

Theft
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Tokens
Tokens
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Tutor
Tutor
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Casting "},{"insert":{"card-link":"Tellah, Great Sage"}},{"insert":" costs five mana, and he needs protection if you dont want to risk loosing him immediately.\nThere are a few ramp pieces that will let you cast him early, but its best to wait until you have protection as well, like: "},{"insert":{"card-link":"Suspend"}},{"insert":" "},{"insert":{"card-link":"Fleeting Reflection"}},{"insert":" "},{"insert":{"card-link":"Vanishing"}},{"insert":" "},{"insert":{"card-link":"March of Swirling Mist"}},{"insert":" or "},{"insert":{"card-link":"Negate"}},{"insert":".\n\nThere are a few \"minicommanders\" that can help with your gameplan, even if you cant get your commander out: "},{"insert":{"card-link":"Shantotto, Tactician Magician"}},{"insert":" , "},{"insert":{"card-link":"Prompto Argentum"}},{"insert":" , "},{"insert":{"card-link":"The Emperor of Palamecia // The Lord Master of Hell"}},{"insert":" , "},{"insert":{"card-link":"Gandalf, Goblins' Bane // Flameshape"}},{"insert":" and maybe "},{"insert":{"card-link":"Ultros, Obnoxious Octopus"}},{"insert":" .\n\nIf you dont have the upper hand, thin out the board with "},{"insert":{"card-link":"Wash Out"}},{"insert":" , "},{"insert":{"card-link":"Mists of Lórien"}},{"insert":" or "},{"insert":{"card-link":"Inscription of Insight"}},{"insert":".\n\nThere are also a few theft effects so you can disrupt opponents and be aggressive with creatures without casting creature spells: "},{"insert":{"card-link":"Possession Engine"}},{"insert":", "},{"insert":{"card-link":"Control Magic"}},{"insert":", "},{"insert":{"card-link":"Trade the Helm"}},{"insert":" or "},{"insert":{"card-link":"Thieving Skydiver"}},{"insert":" .\n\nIf you can get out your commander, you want to focus on 4 mana spells and maybe an X spell you can cast for 8 or more mana as a finisher (or "},{"insert":{"card-link":"Expropriate"}},{"insert":" ). Kicker and other additional costs also count towards the total cost, so make good use of cards like "},{"insert":{"card-link":"Return the Favor"}},{"insert":", "},{"insert":{"card-link":"Inscription of Insight"}},{"insert":" and "},{"insert":{"card-link":"Electrodominance"}},{"insert":" and "},{"insert":{"card-link":"Comet Storm"}},{"insert":" .\n\nTo protect your lifepoints and to crew Vehicles there are a few token generators: "},{"insert":{"card-link":"Thopter Spy Network"}},{"insert":" and "},{"insert":{"card-link":"Third Path Iconoclast"}},{"insert":" in addition to Tellahs ability.\n\nThis deck is still a little weak on stackinteraction and removing noncreature permanents, but I don't plan on doing anything about it.\nI see a lot of people who use 4cmc manarocks and cost reducers for instants and sorceries in their decks.\nI find 2 mana rocks with utility more useful, since they help get your commander out and bridge the early game.\nAnd costreducers just don't work with tellahs ability. He specifically cares about the cost. Great for X spells, but bad for 4cmc spells that dont trigger card draw anymore.\n\nThat's about it.\nDon't play this deck.\nGo outside and have a nice day!\n\n\n"}]}





























































