1.1k views50 days ago
Commander
Size: 100Salt sum: 92.07
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daxer4@hotmail.com

1.1k views50 days ago
Commander
Size: 100Salt sum: 92.07

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{"ops":[{"attributes":{"italic":true},"insert":"The English primer is presented first. A complete French version follows below."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"I assume there is no treating with you?"},{"insert":" is an Esper cEDH Midrange-Control deck built around "},{"attributes":{"bold":true},"insert":{"card-link":"Y'shtola, Night's Blessed"}},{"insert":", designed to combine efficient interaction, powerful card advantage, disruptive permanents, and several compact win conditions. The deck does not rely on "},{"insert":{"card-link":"Y'shtola, Night's Blessed"}},{"insert":" to function; instead, she acts as an additional value engine that rewards the deck for doing what Esper already wants to do. Many of the deck’s strongest interaction spells, including "},{"insert":{"card-link":"Force of Will"}},{"insert":", "},{"insert":{"card-link":"Force of Negation"}},{"insert":", "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":", "},{"insert":{"card-link":"Mindbreak Trap"}},{"insert":", "},{"insert":{"card-link":"Deadly Rollick"}},{"insert":", "},{"insert":{"card-link":"Dismember"}},{"insert":", "},{"insert":{"card-link":"Baleful Mastery"}},{"insert":", "},{"insert":{"card-link":"Fell the Profane // Fell Mire"}},{"insert":", and "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":", have a mana value of three or greater and therefore trigger "},{"insert":{"card-link":"Y'shtola, Night's Blessed"}},{"insert":" even when they are cast for an alternative or reduced cost. This allows the deck to disrupt opposing strategies while simultaneously pressuring every opponent’s life total, recovering life, and helping enable "},{"insert":{"card-link":"Y'shtola, Night's Blessed"}},{"insert":" end-step card draw. Rather than being a commander-centric strategy, "},{"insert":{"card-link":"Y'shtola, Night's Blessed"}},{"insert":" enhances an already functional "},{"attributes":{"bold":true},"insert":"Esper control-combo"},{"insert":" shell and becomes particularly powerful once a game begins to slow down.\n\nThe deck’s primary win condition is the extremely compact "},{"attributes":{"bold":true},"insert":"Thassa’s Oracle + Demonic Consultation or Tainted Pact"},{"insert":" package. The mana base intentionally avoids duplicated card names so that Tainted Pact can exile the entire library when required. A dense tutor suite consisting of Demonic Tutor, Vampiric Tutor, Imperial Seal, Grim Tutor, Beseech the Mirror, Mystical Tutor, Enlightened Tutor, Wishclaw Talisman, Ranger-Captain of Eos, and Urza’s Saga provides enough redundancy to find either a win condition, a protection spell, or the exact answer needed for the current board state. The Oracle line is normally protected by cards such as Silence, Grand Abolisher, Ranger-Captain of Eos, and Teferi, Time Raveler, while the large counterspell package allows the deck to defend its own winning attempt or stop opposing combos. The goal is therefore not necessarily to race the fastest decks at the table, but to survive their first attempts, force opponents to expend interaction, and then capitalize on a window where Oracle can resolve safely.\n\nThe deck also contains several alternative win conditions so that opponents cannot focus all of their interaction on Thassa’s Oracle. "},{"attributes":{"bold":true},"insert":"Bloodchief Ascension"},{"insert":" forms a lethal loop with either "},{"attributes":{"bold":true},"insert":"Mindcrank"},{"insert":" or "},{"attributes":{"bold":true},"insert":"The Master of Lake-town"},{"insert":" once it has three quest counters. Life loss causes Mindcrank or The Master to mill cards, those cards entering the graveyard trigger Bloodchief Ascension, and Ascension creates additional life loss that restarts the process. Y’shtola naturally supports this plan because her triggers deal damage to every opponent, providing both a way to place quest counters on Bloodchief Ascension and a way to initiate the loop once the pieces are assembled. The Master of Lake-town also provides useful redundancy by functioning as a second mill engine for Bloodchief Ascension, although its symmetrical nature means it must be sequenced carefully around the deck’s own life payments. In particular, Vampiric Tutor and Imperial Seal place the searched card on top of the library before causing life loss, so The Master can potentially mill away that card unless Sensei’s Divining Top or another effect is used to protect it.\n\nA separate win condition is provided by "},{"attributes":{"bold":true},"insert":"Heliod, Sun-Crowned and Walking Ballista"},{"insert":". Heliod can give Walking Ballista lifelink, allowing Ballista to remove a +1/+1 counter to deal damage, gain life, and trigger Heliod to replace the counter, repeating the process for lethal damage. This package integrates well with the existing tutors: Ranger-Captain of Eos can find Walking Ballista, Enlightened Tutor can find either half, and the black tutors can locate whichever piece is missing. This gives the deck a victory condition that does not depend on emptying the library or keeping Bloodchief Ascension in play. "},{"attributes":{"bold":true},"insert":"Mornsong Aria + Opposition Agent"},{"insert":" provides another powerful angle. Mornsong Aria replaces normal draw steps with life loss and a library search while preventing players from drawing or gaining life. With Opposition Agent in play, opposing searches are effectively stolen, turning Aria into a powerful soft lock while the deck continues to benefit from its own searches. Aria can also initiate the Bloodchief package through its guaranteed life loss, but it must be deployed deliberately because it shuts off Y’shtola’s card draw and life gain, most conventional draw engines, and the life-gain component required for the Heliod–Ballista loop. Necropotence remains particularly valuable under Aria because it puts cards directly into hand rather than drawing them.\n\nThe deck’s strength comes from how these win conditions are supported by a deep control and value package rather than existing as isolated combos. Mystic Remora, Rhystic Study, Esper Sentinel, Faerie Mastermind, Necropotence, The One Ring, Narset, Brainstorm, Ponder, Frantic Search, and Sensei’s Divining Top provide enough card advantage and selection to sustain long interactive games. Drannith Magistrate, Opposition Agent, Narset, Vexing Bauble, Silence, Grand Abolisher, Ranger-Captain of Eos, and Teferi provide targeted disruption without turning the deck into a full prison strategy. Vexing Bauble is especially powerful against free spells but requires careful sequencing because it can also interfere with the deck’s own Force of Will, Force of Negation, Fierce Guardianship, Deadly Rollick, and Mindbreak Trap. The removal suite, including Swords to Plowshares, Path to Exile, Dismember, Amphibian Downpour, Into the Flood Maw, Deadly Rollick, Baleful Mastery, Fell the Profane, Otawara, and Sink into Stupor, ensures that the deck can answer problematic permanents that make it through the counterspell package.\n\nFast mana from Chrome Mox, Lotus Petal, Mana Vault, Sol Ring, Dark Ritual, Arcane Signet, the three Talismans, Ancient Tomb, Gemstone Caverns, Lotho, and Smothering Tithe allows the deck to establish its engines quickly while still keeping mana available for interaction. The mana base combines fetchlands, original dual lands, shocklands, surveil lands, Verge lands, Bond lands, and rainbow sources to provide consistent Esper colors while preserving the singleton structure required by Tainted Pact. Overall, "},{"attributes":{"bold":true},"insert":"I assume there is no treating with you?"},{"insert":" is designed around flexibility rather than pure speed. It can threaten a fast Oracle win, grind through longer games with Y’shtola and its card-advantage engines, lock opponents with disruptive permanents, or pivot into Bloodchief Ascension, Heliod–Ballista, or Mornsong Aria depending on what the table leaves exposed. The deck’s objective is to survive the fastest strategies, make opposing win attempts expensive, accumulate more resources than the table, and eventually force through whichever win condition is the hardest for the opponents to answer.\n\n"},{"attributes":{"bold":true},"insert":"I assume there is no treating with you?"},{"insert":" est un deck cEDH Esper de type Midrange-Control construit autour de "},{"attributes":{"bold":true},"insert":"Y’shtola, Night’s Blessed"},{"insert":", dont l’objectif est de combiner des interactions efficaces, de puissants moteurs de cartes, des permanents perturbateurs et plusieurs conditions de victoire compactes. Le deck ne dépend pas de Y’shtola pour fonctionner; elle agit plutôt comme un moteur de valeur supplémentaire qui récompense naturellement ce qu’un deck Esper compétitif souhaite déjà faire. Plusieurs des meilleures interactions de la liste, notamment Force of Will, Force of Negation, Fierce Guardianship, Mindbreak Trap, Deadly Rollick, Dismember, Baleful Mastery, Fell the Profane et Sink into Stupor, possèdent une valeur de mana de trois ou plus et déclenchent donc Y’shtola même lorsqu’elles sont lancées grâce à un coût alternatif ou réduit. Le deck peut ainsi perturber les stratégies adverses tout en diminuant simultanément les totaux de vie, en récupérant des points de vie et en facilitant la pioche de Y’shtola à l’étape de fin. Il ne s’agit donc pas d’une stratégie entièrement centrée sur la commandante : Y’shtola améliore une structure Esper Control-Combo déjà fonctionnelle et devient particulièrement puissante lorsque la partie commence à ralentir.\n\nLa condition de victoire principale demeure la combinaison extrêmement compacte de "},{"attributes":{"bold":true},"insert":"Thassa’s Oracle avec Demonic Consultation ou Tainted Pact"},{"insert":". La base de mana évite volontairement les noms de cartes en double afin que Tainted Pact puisse exiler l’ensemble de la bibliothèque lorsque nécessaire. Une forte densité de tuteurs composée de Demonic Tutor, Vampiric Tutor, Imperial Seal, Grim Tutor, Beseech the Mirror, Mystical Tutor, Enlightened Tutor, Wishclaw Talisman, Ranger-Captain of Eos et Urza’s Saga permet de trouver aussi bien une condition de victoire qu’une protection ou la réponse précise exigée par la situation. La combinaison Oracle est généralement protégée par Silence, Grand Abolisher, Ranger-Captain of Eos ou Teferi, Time Raveler, alors que la grande quantité de contresorts permet autant de protéger sa propre tentative que d’empêcher les adversaires de gagner. L’objectif n’est donc pas nécessairement de battre les decks les plus rapides à la course, mais plutôt de survivre à leurs premières tentatives, de forcer la table à consommer ses interactions, puis de profiter d’une ouverture pour résoudre Oracle en sécurité.\nLe deck possède également plusieurs conditions de victoire alternatives afin que les adversaires ne puissent pas consacrer toutes leurs réponses à Thassa’s Oracle. "},{"attributes":{"bold":true},"insert":"Bloodchief Ascension"},{"insert":" forme une boucle létale avec "},{"attributes":{"bold":true},"insert":"Mindcrank"},{"insert":" ou "},{"attributes":{"bold":true},"insert":"The Master of Lake-town"},{"insert":" lorsqu’elle possède trois marqueurs quête. Une perte de vie déclenche Mindcrank ou The Master et fait meuler des cartes; celles-ci déclenchent Bloodchief Ascension, qui provoque une nouvelle perte de vie et relance ainsi le processus. Y’shtola soutient naturellement ce plan puisque ses déclenchements infligent des blessures à tous les adversaires, facilitant autant l’activation de Bloodchief Ascension que le démarrage de la boucle lorsque les pièces sont réunies. The Master of Lake-town donne également une importante redondance au module Bloodchief en agissant comme un second moteur de meule, mais son effet symétrique demande un pilotage prudent avec les propres paiements de points de vie du deck. Vampiric Tutor et Imperial Seal, par exemple, placent la carte recherchée sur le dessus de la bibliothèque avant de faire perdre de la vie, ce qui signifie que The Master peut potentiellement meuler immédiatement cette carte si Sensei’s Divining Top ou un autre effet n’est pas utilisé pour la protéger.\n\nUne condition de victoire indépendante est également offerte par "},{"attributes":{"bold":true},"insert":"Heliod, Sun-Crowned et Walking Ballista"},{"insert":". Heliod peut donner le lifelink à Walking Ballista, permettant à celle-ci de retirer un marqueur +1/+1 pour infliger une blessure, gagner de la vie et déclencher Heliod afin de remplacer le marqueur retiré, répétant ensuite la séquence jusqu’à infliger des blessures létales. Cette combinaison s’intègre très bien aux tuteurs existants : Ranger-Captain of Eos peut chercher Walking Ballista, Enlightened Tutor peut trouver l’une ou l’autre des pièces et les tuteurs noirs peuvent récupérer celle qui manque. Le deck possède donc une façon de gagner qui ne dépend ni d’une bibliothèque vide ni du maintien de Bloodchief Ascension sur le champ de bataille. "},{"attributes":{"bold":true},"insert":"Mornsong Aria avec Opposition Agent"},{"insert":" offre encore un autre axe. Mornsong Aria remplace les étapes de pioche traditionnelles par une perte de vie suivie d’une recherche dans la bibliothèque tout en empêchant la pioche et le gain de vie. Avec Opposition Agent en jeu, les recherches adverses sont pratiquement volées, transformant Aria en puissant soft lock alors que son contrôleur continue de profiter de ses propres recherches. Aria peut également démarrer les combos Bloodchief grâce à sa perte de vie obligatoire, mais elle doit être déployée au bon moment puisqu’elle désactive la pioche et le gain de vie de Y’shtola, la majorité des moteurs de pioche traditionnels ainsi que le gain de vie nécessaire à la boucle Heliod–Ballista. Necropotence demeure particulièrement intéressante sous Aria puisqu’elle place les cartes directement dans la main plutôt que de les faire piocher.\nLa force du deck provient surtout du fait que ces différentes conditions de victoire sont soutenues par une véritable structure de contrôle et d’avantage de cartes plutôt que d’être de simples combos isolées. Mystic Remora, Rhystic Study, Esper Sentinel, Faerie Mastermind, Necropotence, The One Ring, Narset, Brainstorm, Ponder, Frantic Search et Sensei’s Divining Top offrent suffisamment de cartes et de sélection pour soutenir des parties longues et interactives. Drannith Magistrate, Opposition Agent, Narset, Vexing Bauble, Silence, Grand Abolisher, Ranger-Captain of Eos et Teferi perturbent différents axes des stratégies adverses sans transformer le deck en véritable prison. Vexing Bauble est particulièrement efficace contre les sorts gratuits, mais exige une bonne gestion puisqu’elle peut également nuire aux propres Force of Will, Force of Negation, Fierce Guardianship, Deadly Rollick et Mindbreak Trap de la liste. Les removals comme Swords to Plowshares, Path to Exile, Dismember, Amphibian Downpour, Into the Flood Maw, Deadly Rollick, Baleful Mastery, Fell the Profane, Otawara et Sink into Stupor permettent quant à eux de répondre aux permanents problématiques qui réussissent à traverser la suite de contresorts.\n\nLe mana rapide fourni par Chrome Mox, Lotus Petal, Mana Vault, Sol Ring, Dark Ritual, Arcane Signet, les trois Talismans, Ancient Tomb, Gemstone Caverns, Lotho et Smothering Tithe permet au deck d’installer rapidement ses moteurs tout en conservant du mana pour interagir. La base de terrains combine fetchlands, dual lands originaux, shocklands, surveil lands, Verge lands, Bond lands et sources produisant toutes les couleurs afin d’assurer un accès fiable aux trois couleurs tout en respectant la structure singleton nécessaire à Tainted Pact. Dans l’ensemble, "},{"attributes":{"bold":true},"insert":"I assume there is no treating with you?"},{"insert":" est donc construit autour de la flexibilité plutôt que de la vitesse pure. Il peut menacer rapidement une victoire avec Oracle, prolonger la partie grâce à Y’shtola et ses moteurs de cartes, perturber la table avec ses permanents de contrôle ou passer à Bloodchief Ascension, Heliod–Ballista ou Mornsong Aria selon l’axe que les adversaires ont laissé sans défense. L’objectif est de survivre aux stratégies les plus rapides, rendre chaque tentative de victoire adverse coûteuse, accumuler davantage de ressources que la table et finalement imposer la condition de victoire que les adversaires sont le moins capables d’arrêter.\n"}]}
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.
Legendary Creature - Cat Warlock
Y'shtola, Night's Blessed (fic) 207

Commander

(Ctrl to add secondary)
Morphic Pool
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Morphic Pool (clb) 603
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (clb) 605
Vault of Champions
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Vault of Champions (cmm) 667

Bond lands

(Ctrl to add secondary)
Bolas's Citadel
You may look at the top card of your library any time.
You may play lands and cast spells from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
, Sacrifice ten nonland permanents: Each opponent loses 10 life.
Legendary Artifact
Bolas's Citadel (fca) 7
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (fca) 28
Curiosity
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Enchantment - Aura
Curiosity (wot) 17
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (mh2) 12
Faerie Mastermind
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
Creature - Rogue Faerie
Faerie Mastermind (mom) 58
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (cmm) 632
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
.
Enchantment
Mystic Remora (tle) 16
Necropotence
Skip your draw step.
Whenever you discard a card, exile that card from your graveyard.
Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.
Enchantment
Necropotence (slc) 1995
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (mar) 13
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (pcy) 45
Sensei's Divining Top
: Look at the top three cards of your library, then put them back in any order.
: Draw a card, then put this artifact on top of its owner's library.
Artifact
Sensei's Divining Top (2x2) 314
The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact
The One Ring (ltr) 380

Card Advantage (12 - 20)

(Ctrl to add secondary)
Demonic Consultation
Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way.
Instant
Demonic Consultation (slc) 4
Heliod, Sun-Crowned
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Legendary Creature Enchantment - God
Heliod, Sun-Crowned (thb) 259
Tainted Pact
Exile the top card of your library. You may put that card into your hand unless it has the same name as another card exiled this way. Repeat this process until you put a card into your hand or you exile two cards with the same name, whichever comes first.
Instant
Tainted Pact (sta) 33
Thassa's Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each
in the mana costs of permanents you control counts toward your devotion to blue.)
Creature - Wizard Merfolk
Thassa's Oracle (thb) 308
Walking Ballista
This creature enters with X +1/+1 counters on it.
: Put a +1/+1 counter on this creature.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
Creature Artifact - Construct
Walking Ballista (sld) 58

Combo piece

(Ctrl to add secondary)
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fdn) 311
Counterspell
Counter target spell.
Instant
Counterspell (cmm) 630
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (cmm) 694
Flusterstorm
Counter target instant or sorcery spell unless its controller pays
.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Instant
Flusterstorm (soa) 18
Force of Negation
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.
Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Instant
Force of Negation (tle) 13
Force of Will
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.
Instant
Force of Will (soa) 19
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (2x2) 348
Mental Misstep
(
can be paid with either
or 2 life.)
Counter target spell with mana value 1.
Instant
Mental Misstep (nph) 38
Mindbreak Trap
If an opponent cast three or more spells this turn, you may pay
rather than pay this spell's mana cost.
Exile any number of target spells.
Instant - Trap
Mindbreak Trap (otp) 12
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Spell Pierce
Counter target noncreature spell unless its controller pays
.
Instant
Spell Pierce (soa) 23
Strix Serenade
Counter target artifact, creature, or planeswalker spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Strix Serenade (mh3) 327
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (ltc) 197

Counterspells (0 - 10)

(Ctrl to add secondary)
Scrubland
(
: Add
or
.)
Land - Plains Swamp
Scrubland (3ed) 286
Tundra
(
: Add
or
.)
Land - Plains Island
Tundra (3ed) 289
Underground Sea
(
: Add
or
.)
Land - Island Swamp
Underground Sea (3ed) 290

Dual lands

(Ctrl to add secondary)
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 463
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (ktk) 233
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (spg) 110
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (zne) 10
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 465
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 478

Fetch lands

(Ctrl to add secondary)
Delney, Streetwise Lookout
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.
If a triggered ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
Legendary Creature - Human Scout
Delney, Streetwise Lookout (mkm) 337

Gift

(Ctrl to add secondary)
Ancient Tomb
: Add
. This land deals 2 damage to you.
Land
Ancient Tomb (ltc) 357
Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add
. If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land
Gemstone Caverns (ltc) 364

Land

(Ctrl to add secondary)
Underground River
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Underground River (fic) 439

Pain lands

(Ctrl to add secondary)
Teferi, Time Raveler
Each opponent can cast spells only any time they could cast a sorcery.
+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
Legendary Planeswalker - Teferi
Teferi, Time Raveler (blc) 92

Planeswalker

(Ctrl to add secondary)
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (2x2) 403
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (sld) 1697
Forbidden Orchard
: Add one mana of any color.
Whenever you tap this land for mana, target opponent creates a 1/1 colorless Spirit creature token.
Land
Forbidden Orchard (2x2) 405
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (jou) 163
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (eos) 81

Rainbow lands

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (lcc) 104
Chrome Mox
Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand.
: Add one mana of any of the exiled card's colors.
Artifact
Chrome Mox (mrd) 152
Dark Ritual
Add
.
Instant
Dark Ritual (sta) 26
Lotho, Corrupt Shirriff
Whenever a player casts their second spell each turn, you lose 1 life and create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Legendary Creature - Rogue Halfling
Lotho, Corrupt Shirriff (ltr) 370
Lotus Petal
, Sacrifice this artifact: Add one mana of any color.
Artifact
Lotus Petal (p30m) 2
Mana Vault
This artifact doesn't untap during your untap step.
At the beginning of your upkeep, you may pay
. If you do, untap this artifact.
At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you.
: Add
.
Artifact
Mana Vault (4ed) 334
Smothering Tithe
Whenever an opponent draws a card, that player may pay
. If the player doesn't, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Smothering Tithe (2x2) 342
Sol Ring
: Add
.
Artifact
Sol Ring (sld) 1696
Talisman of Dominance
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.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Dominance (fic) 364
Talisman of Hierarchy
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.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Hierarchy (fic) 365
Talisman of Progress
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.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (fic) 367

Ramp (12 - 23)

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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.
Enchantment - Aura
Amphibian Downpour (mh3) 51
Baleful Mastery
You may pay
rather than pay this spell's mana cost.
If the
cost was paid, an opponent draws a card.
Exile target creature or planeswalker.
Instant
Baleful Mastery (stx) 64
Deadly Rollick
If you control a commander, you may cast this spell without paying its mana cost.
Exile target creature.
Instant
Deadly Rollick (cmm) 695
Dismember
(
can be paid with either
or 2 life.)
Target creature gets -5/-5 until end of turn.
Instant
Dismember (soa) 28
Fell the Profane
Destroy target creature or planeswalker.
Instant
Fell the Profane // Fell Mire (mh3) 244Fell the Profane // Fell Mire (mh3) 244
Into the Flood Maw
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.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant
Into the Flood Maw (blb) 52
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 503
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (otp) 6
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (sta) 10

Removal (5 - 15)

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Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (eoe) 280
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (unf) 277
Watery Grave
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: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (eoe) 286

Shock lands

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Drannith Magistrate
Your opponents can't cast spells from anywhere other than their hands.
Creature - Human Wizard
Drannith Magistrate (tle) 2
Grand Abolisher
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Creature - Human Cleric
Grand Abolisher (cmm) 625
Mornsong Aria
Players can't draw cards or gain life.
At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles.
Legendary Enchantment
Mornsong Aria (ecl) 361
Narset, Parter of Veils
Each opponent can't draw more than one card each turn.
−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Planeswalker - Narset
Narset, Parter of Veils (blc) 76
Opposition Agent
Flash
You control your opponents while they're searching their libraries.
While an opponent is searching their library, they exile each card they find. You may play those cards for as long as they remain exiled, and you may spend mana as though it were mana of any color to cast them.
Creature - Human Rogue
Opposition Agent (cmr) 141
Orcish Bowmasters
Flash
When this creature enters and whenever an opponent draws a card except the first one they draw in each of their draw steps, this creature deals 1 damage to any target. Then amass Orcs 1.
Creature - Archer Orc
Orcish Bowmasters (ltr) 433
Silence
Your opponents can't cast spells this turn.
Instant
Silence (sld) 2300
Vexing Bauble
Whenever a player casts a spell, if no mana was spent to cast it, counter that spell.
,
, Sacrifice this artifact: Draw a card.
Artifact
Vexing Bauble (mh3) 212

Stax ( 0 - 15)

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Meticulous Archive
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Island
Meticulous Archive (mkm) 328
Shadowy Backstreet
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Swamp
Shadowy Backstreet (mkm) 330
Undercity Sewers
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Swamp
Undercity Sewers (mkm) 332

Surveil lands

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Beseech the Mirror
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
Search your library for a card, exile it face down, then shuffle. If this spell was bargained, you may cast the exiled card without paying its mana cost if that spell's mana value is 4 or less. Put the exiled card into your hand if it wasn't cast this way.
Sorcery
Beseech the Mirror (sld) 2527
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Demonic Tutor (puma) U8
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 412
Grim Tutor
Search your library for a card, put that card into your hand, then shuffle. You lose 3 life.
Sorcery
Grim Tutor (m21) 315
Imperial Seal
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Sorcery
Imperial Seal (2x2) 439
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (dmr) 421
Ranger-Captain of Eos
When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Creature - Human Soldier Ranger
Ranger-Captain of Eos (fca) 2
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains "
: Add
."
II — This Saga gains "
,
: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost
or
, put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's
Urza's Saga (mh2) 259
Vampiric Tutor
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Instant
Vampiric Tutor (dmr) 430
Wishclaw Talisman
This artifact enters with three wish counters on it.
,
, Remove a wish counter from this artifact: Search your library for a card, put it into your hand, then shuffle. An opponent gains control of this artifact. Activate only during your turn.
Artifact
Wishclaw Talisman (fdn) 617

Tutors (5 - 10)

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Bleachbone Verge
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.
: Add
. Activate only if you control a Plains or a Swamp.
Land
Bleachbone Verge (dft) 371
Floodfarm Verge
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.
: Add
. Activate only if you control a Plains or an Island.
Land
Floodfarm Verge (dsk) 259
Gloomlake Verge
: Add
.
: Add
. Activate only if you control an Island or a Swamp.
Land
Gloomlake Verge (dsk) 331

Verge lands

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Deck Info

Deck stats

16 pips - 14 cards
24 mana - 24 cards
35 pips - 27 cards
27 mana - 27 cards
30 pips - 20 cards
29 mana - 27 cards
0 pips - 0 cards
0 mana - 12 cards
0 pips - 0 cards
0 mana - 12 cards
0 pips - 0 cards
14 mana - 10 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"attributes":{"italic":true},"insert":"The English primer is presented first. A complete French version follows below."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"I assume there is no treating with you?"},{"insert":" is an Esper cEDH Midrange-Control deck built around "},{"attributes":{"bold":true},"insert":{"card-link":"Y'shtola, Night's Blessed"}},{"insert":", designed to combine efficient interaction, powerful card advantage, disruptive permanents, and several compact win conditions. The deck does not rely on "},{"insert":{"card-link":"Y'shtola, Night's Blessed"}},{"insert":" to function; instead, she acts as an additional value engine that rewards the deck for doing what Esper already wants to do. Many of the deck’s strongest interaction spells, including "},{"insert":{"card-link":"Force of Will"}},{"insert":", "},{"insert":{"card-link":"Force of Negation"}},{"insert":", "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":", "},{"insert":{"card-link":"Mindbreak Trap"}},{"insert":", "},{"insert":{"card-link":"Deadly Rollick"}},{"insert":", "},{"insert":{"card-link":"Dismember"}},{"insert":", "},{"insert":{"card-link":"Baleful Mastery"}},{"insert":", "},{"insert":{"card-link":"Fell the Profane // Fell Mire"}},{"insert":", and "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":", have a mana value of three or greater and therefore trigger "},{"insert":{"card-link":"Y'shtola, Night's Blessed"}},{"insert":" even when they are cast for an alternative or reduced cost. This allows the deck to disrupt opposing strategies while simultaneously pressuring every opponent’s life total, recovering life, and helping enable "},{"insert":{"card-link":"Y'shtola, Night's Blessed"}},{"insert":" end-step card draw. Rather than being a commander-centric strategy, "},{"insert":{"card-link":"Y'shtola, Night's Blessed"}},{"insert":" enhances an already functional "},{"attributes":{"bold":true},"insert":"Esper control-combo"},{"insert":" shell and becomes particularly powerful once a game begins to slow down.\n\nThe deck’s primary win condition is the extremely compact "},{"attributes":{"bold":true},"insert":"Thassa’s Oracle + Demonic Consultation or Tainted Pact"},{"insert":" package. The mana base intentionally avoids duplicated card names so that Tainted Pact can exile the entire library when required. A dense tutor suite consisting of Demonic Tutor, Vampiric Tutor, Imperial Seal, Grim Tutor, Beseech the Mirror, Mystical Tutor, Enlightened Tutor, Wishclaw Talisman, Ranger-Captain of Eos, and Urza’s Saga provides enough redundancy to find either a win condition, a protection spell, or the exact answer needed for the current board state. The Oracle line is normally protected by cards such as Silence, Grand Abolisher, Ranger-Captain of Eos, and Teferi, Time Raveler, while the large counterspell package allows the deck to defend its own winning attempt or stop opposing combos. The goal is therefore not necessarily to race the fastest decks at the table, but to survive their first attempts, force opponents to expend interaction, and then capitalize on a window where Oracle can resolve safely.\n\nThe deck also contains several alternative win conditions so that opponents cannot focus all of their interaction on Thassa’s Oracle. "},{"attributes":{"bold":true},"insert":"Bloodchief Ascension"},{"insert":" forms a lethal loop with either "},{"attributes":{"bold":true},"insert":"Mindcrank"},{"insert":" or "},{"attributes":{"bold":true},"insert":"The Master of Lake-town"},{"insert":" once it has three quest counters. Life loss causes Mindcrank or The Master to mill cards, those cards entering the graveyard trigger Bloodchief Ascension, and Ascension creates additional life loss that restarts the process. Y’shtola naturally supports this plan because her triggers deal damage to every opponent, providing both a way to place quest counters on Bloodchief Ascension and a way to initiate the loop once the pieces are assembled. The Master of Lake-town also provides useful redundancy by functioning as a second mill engine for Bloodchief Ascension, although its symmetrical nature means it must be sequenced carefully around the deck’s own life payments. In particular, Vampiric Tutor and Imperial Seal place the searched card on top of the library before causing life loss, so The Master can potentially mill away that card unless Sensei’s Divining Top or another effect is used to protect it.\n\nA separate win condition is provided by "},{"attributes":{"bold":true},"insert":"Heliod, Sun-Crowned and Walking Ballista"},{"insert":". Heliod can give Walking Ballista lifelink, allowing Ballista to remove a +1/+1 counter to deal damage, gain life, and trigger Heliod to replace the counter, repeating the process for lethal damage. This package integrates well with the existing tutors: Ranger-Captain of Eos can find Walking Ballista, Enlightened Tutor can find either half, and the black tutors can locate whichever piece is missing. This gives the deck a victory condition that does not depend on emptying the library or keeping Bloodchief Ascension in play. "},{"attributes":{"bold":true},"insert":"Mornsong Aria + Opposition Agent"},{"insert":" provides another powerful angle. Mornsong Aria replaces normal draw steps with life loss and a library search while preventing players from drawing or gaining life. With Opposition Agent in play, opposing searches are effectively stolen, turning Aria into a powerful soft lock while the deck continues to benefit from its own searches. Aria can also initiate the Bloodchief package through its guaranteed life loss, but it must be deployed deliberately because it shuts off Y’shtola’s card draw and life gain, most conventional draw engines, and the life-gain component required for the Heliod–Ballista loop. Necropotence remains particularly valuable under Aria because it puts cards directly into hand rather than drawing them.\n\nThe deck’s strength comes from how these win conditions are supported by a deep control and value package rather than existing as isolated combos. Mystic Remora, Rhystic Study, Esper Sentinel, Faerie Mastermind, Necropotence, The One Ring, Narset, Brainstorm, Ponder, Frantic Search, and Sensei’s Divining Top provide enough card advantage and selection to sustain long interactive games. Drannith Magistrate, Opposition Agent, Narset, Vexing Bauble, Silence, Grand Abolisher, Ranger-Captain of Eos, and Teferi provide targeted disruption without turning the deck into a full prison strategy. Vexing Bauble is especially powerful against free spells but requires careful sequencing because it can also interfere with the deck’s own Force of Will, Force of Negation, Fierce Guardianship, Deadly Rollick, and Mindbreak Trap. The removal suite, including Swords to Plowshares, Path to Exile, Dismember, Amphibian Downpour, Into the Flood Maw, Deadly Rollick, Baleful Mastery, Fell the Profane, Otawara, and Sink into Stupor, ensures that the deck can answer problematic permanents that make it through the counterspell package.\n\nFast mana from Chrome Mox, Lotus Petal, Mana Vault, Sol Ring, Dark Ritual, Arcane Signet, the three Talismans, Ancient Tomb, Gemstone Caverns, Lotho, and Smothering Tithe allows the deck to establish its engines quickly while still keeping mana available for interaction. The mana base combines fetchlands, original dual lands, shocklands, surveil lands, Verge lands, Bond lands, and rainbow sources to provide consistent Esper colors while preserving the singleton structure required by Tainted Pact. Overall, "},{"attributes":{"bold":true},"insert":"I assume there is no treating with you?"},{"insert":" is designed around flexibility rather than pure speed. It can threaten a fast Oracle win, grind through longer games with Y’shtola and its card-advantage engines, lock opponents with disruptive permanents, or pivot into Bloodchief Ascension, Heliod–Ballista, or Mornsong Aria depending on what the table leaves exposed. The deck’s objective is to survive the fastest strategies, make opposing win attempts expensive, accumulate more resources than the table, and eventually force through whichever win condition is the hardest for the opponents to answer.\n\n"},{"attributes":{"bold":true},"insert":"I assume there is no treating with you?"},{"insert":" est un deck cEDH Esper de type Midrange-Control construit autour de "},{"attributes":{"bold":true},"insert":"Y’shtola, Night’s Blessed"},{"insert":", dont l’objectif est de combiner des interactions efficaces, de puissants moteurs de cartes, des permanents perturbateurs et plusieurs conditions de victoire compactes. Le deck ne dépend pas de Y’shtola pour fonctionner; elle agit plutôt comme un moteur de valeur supplémentaire qui récompense naturellement ce qu’un deck Esper compétitif souhaite déjà faire. Plusieurs des meilleures interactions de la liste, notamment Force of Will, Force of Negation, Fierce Guardianship, Mindbreak Trap, Deadly Rollick, Dismember, Baleful Mastery, Fell the Profane et Sink into Stupor, possèdent une valeur de mana de trois ou plus et déclenchent donc Y’shtola même lorsqu’elles sont lancées grâce à un coût alternatif ou réduit. Le deck peut ainsi perturber les stratégies adverses tout en diminuant simultanément les totaux de vie, en récupérant des points de vie et en facilitant la pioche de Y’shtola à l’étape de fin. Il ne s’agit donc pas d’une stratégie entièrement centrée sur la commandante : Y’shtola améliore une structure Esper Control-Combo déjà fonctionnelle et devient particulièrement puissante lorsque la partie commence à ralentir.\n\nLa condition de victoire principale demeure la combinaison extrêmement compacte de "},{"attributes":{"bold":true},"insert":"Thassa’s Oracle avec Demonic Consultation ou Tainted Pact"},{"insert":". La base de mana évite volontairement les noms de cartes en double afin que Tainted Pact puisse exiler l’ensemble de la bibliothèque lorsque nécessaire. Une forte densité de tuteurs composée de Demonic Tutor, Vampiric Tutor, Imperial Seal, Grim Tutor, Beseech the Mirror, Mystical Tutor, Enlightened Tutor, Wishclaw Talisman, Ranger-Captain of Eos et Urza’s Saga permet de trouver aussi bien une condition de victoire qu’une protection ou la réponse précise exigée par la situation. La combinaison Oracle est généralement protégée par Silence, Grand Abolisher, Ranger-Captain of Eos ou Teferi, Time Raveler, alors que la grande quantité de contresorts permet autant de protéger sa propre tentative que d’empêcher les adversaires de gagner. L’objectif n’est donc pas nécessairement de battre les decks les plus rapides à la course, mais plutôt de survivre à leurs premières tentatives, de forcer la table à consommer ses interactions, puis de profiter d’une ouverture pour résoudre Oracle en sécurité.\nLe deck possède également plusieurs conditions de victoire alternatives afin que les adversaires ne puissent pas consacrer toutes leurs réponses à Thassa’s Oracle. "},{"attributes":{"bold":true},"insert":"Bloodchief Ascension"},{"insert":" forme une boucle létale avec "},{"attributes":{"bold":true},"insert":"Mindcrank"},{"insert":" ou "},{"attributes":{"bold":true},"insert":"The Master of Lake-town"},{"insert":" lorsqu’elle possède trois marqueurs quête. Une perte de vie déclenche Mindcrank ou The Master et fait meuler des cartes; celles-ci déclenchent Bloodchief Ascension, qui provoque une nouvelle perte de vie et relance ainsi le processus. Y’shtola soutient naturellement ce plan puisque ses déclenchements infligent des blessures à tous les adversaires, facilitant autant l’activation de Bloodchief Ascension que le démarrage de la boucle lorsque les pièces sont réunies. The Master of Lake-town donne également une importante redondance au module Bloodchief en agissant comme un second moteur de meule, mais son effet symétrique demande un pilotage prudent avec les propres paiements de points de vie du deck. Vampiric Tutor et Imperial Seal, par exemple, placent la carte recherchée sur le dessus de la bibliothèque avant de faire perdre de la vie, ce qui signifie que The Master peut potentiellement meuler immédiatement cette carte si Sensei’s Divining Top ou un autre effet n’est pas utilisé pour la protéger.\n\nUne condition de victoire indépendante est également offerte par "},{"attributes":{"bold":true},"insert":"Heliod, Sun-Crowned et Walking Ballista"},{"insert":". Heliod peut donner le lifelink à Walking Ballista, permettant à celle-ci de retirer un marqueur +1/+1 pour infliger une blessure, gagner de la vie et déclencher Heliod afin de remplacer le marqueur retiré, répétant ensuite la séquence jusqu’à infliger des blessures létales. Cette combinaison s’intègre très bien aux tuteurs existants : Ranger-Captain of Eos peut chercher Walking Ballista, Enlightened Tutor peut trouver l’une ou l’autre des pièces et les tuteurs noirs peuvent récupérer celle qui manque. Le deck possède donc une façon de gagner qui ne dépend ni d’une bibliothèque vide ni du maintien de Bloodchief Ascension sur le champ de bataille. "},{"attributes":{"bold":true},"insert":"Mornsong Aria avec Opposition Agent"},{"insert":" offre encore un autre axe. Mornsong Aria remplace les étapes de pioche traditionnelles par une perte de vie suivie d’une recherche dans la bibliothèque tout en empêchant la pioche et le gain de vie. Avec Opposition Agent en jeu, les recherches adverses sont pratiquement volées, transformant Aria en puissant soft lock alors que son contrôleur continue de profiter de ses propres recherches. Aria peut également démarrer les combos Bloodchief grâce à sa perte de vie obligatoire, mais elle doit être déployée au bon moment puisqu’elle désactive la pioche et le gain de vie de Y’shtola, la majorité des moteurs de pioche traditionnels ainsi que le gain de vie nécessaire à la boucle Heliod–Ballista. Necropotence demeure particulièrement intéressante sous Aria puisqu’elle place les cartes directement dans la main plutôt que de les faire piocher.\nLa force du deck provient surtout du fait que ces différentes conditions de victoire sont soutenues par une véritable structure de contrôle et d’avantage de cartes plutôt que d’être de simples combos isolées. Mystic Remora, Rhystic Study, Esper Sentinel, Faerie Mastermind, Necropotence, The One Ring, Narset, Brainstorm, Ponder, Frantic Search et Sensei’s Divining Top offrent suffisamment de cartes et de sélection pour soutenir des parties longues et interactives. Drannith Magistrate, Opposition Agent, Narset, Vexing Bauble, Silence, Grand Abolisher, Ranger-Captain of Eos et Teferi perturbent différents axes des stratégies adverses sans transformer le deck en véritable prison. Vexing Bauble est particulièrement efficace contre les sorts gratuits, mais exige une bonne gestion puisqu’elle peut également nuire aux propres Force of Will, Force of Negation, Fierce Guardianship, Deadly Rollick et Mindbreak Trap de la liste. Les removals comme Swords to Plowshares, Path to Exile, Dismember, Amphibian Downpour, Into the Flood Maw, Deadly Rollick, Baleful Mastery, Fell the Profane, Otawara et Sink into Stupor permettent quant à eux de répondre aux permanents problématiques qui réussissent à traverser la suite de contresorts.\n\nLe mana rapide fourni par Chrome Mox, Lotus Petal, Mana Vault, Sol Ring, Dark Ritual, Arcane Signet, les trois Talismans, Ancient Tomb, Gemstone Caverns, Lotho et Smothering Tithe permet au deck d’installer rapidement ses moteurs tout en conservant du mana pour interagir. La base de terrains combine fetchlands, dual lands originaux, shocklands, surveil lands, Verge lands, Bond lands et sources produisant toutes les couleurs afin d’assurer un accès fiable aux trois couleurs tout en respectant la structure singleton nécessaire à Tainted Pact. Dans l’ensemble, "},{"attributes":{"bold":true},"insert":"I assume there is no treating with you?"},{"insert":" est donc construit autour de la flexibilité plutôt que de la vitesse pure. Il peut menacer rapidement une victoire avec Oracle, prolonger la partie grâce à Y’shtola et ses moteurs de cartes, perturber la table avec ses permanents de contrôle ou passer à Bloodchief Ascension, Heliod–Ballista ou Mornsong Aria selon l’axe que les adversaires ont laissé sans défense. L’objectif est de survivre aux stratégies les plus rapides, rendre chaque tentative de victoire adverse coûteuse, accumuler davantage de ressources que la table et finalement imposer la condition de victoire que les adversaires sont le moins capables d’arrêter.\n"}]}
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