Redbaron291
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Commander
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{"ops":[{"attributes":{"italic":true},"insert":"Watch and weep, Crusaders!"},{"insert":"\n\nTidus works as an incremental value deck, looking to slowly but surely win games by laying low under the radar for the majority of the first 4-5 turns whilst creating a board state of many creatures with evasion and +1/+1 counters to win through combat damage. \n\n"},{"attributes":{"bold":true},"insert":"Priorities in Opening Hands:"},{"insert":"\nALWAYS MAKE SURE TIDUS CAN BE PLAYED: Whilst this is obvious for most decks, it is especially crucial for Tidus. Tidus provides significantly more draw and only amplifies the other draw pieces that are available to him like Enduring Curiosity, Curiosity or Ohran Frostfang. On top of this, he begins the proliferation process for your +1/+1 counters, and thus in the off chance you have an opening hand that can play Tidus but doesn't have counters available, you will still be able to make use of them as soon as the topdeck occurs. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 2 plays or +1/+1 counter sources: After you have enough lands to make sure Tidus can be played on Turn 3 or earlier, trying to get pieces which can generate +1/+1 counters for Tidus or accompanying pieces like Slither Blade is essential, as this gives you the continual draw. My personal favourites include Maester Seymour, Hadana's Climb, Silent Hallcreeper and Inkeeper's Talent. These are all cheaper or the same cost as Tidus, allowing for them to give Tidus (or other attacking creatures) their counters. In the cases that you do not have counters in your opening hand, proliferation sources like Thrummingbird or Faithful Apparition work as well, provided the topdecks are friendly to you."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Draw Engines and Ramp: These are the least significant, though definitely provide value for you in the early game to ensure Tidus gets off on a correct foot. Best ramp options are Bloom Tender, Noble Hierarch and of course Birds of Paradise. Meanwhile, on draw engines, the cheaper the better, ideally pieces like Esper Sentinel or Storm Fleet Negotiator come to mind, though saving a more costly piece like Enduring Curiosity or Ohran Frostfang works just as well. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAfter the opening hand has been established, you should use your first 2 turns ramping out and getting out pieces which can provide counters, or your cheaper sources of evasion like Slither Blade or Elusive Krasis. Turn 3 should pretty much always have Tidus hit the field, though things that have evolve like Elusive Krasis as mentioned earlier (sometimes Gyre Sage though normally he should be Turn 2) can take priority to ensure you have an evasive attacker with a +1/+1 counter. Once Turn 4 hits, your best plan is to ensure that proliferation continues at a steady pace, and to amplify their effects, use Tidus' first ability to move +1/+1 counters around so that multiple creatures get new counter effects.\n\n"},{"attributes":{"bold":true},"insert":"Finishing Pieces"},{"insert":"\nYour late game will typically involve the use of a couple specific strong cards. Keep your eyes on the lookout for (in no particular order): \nArwen, Mortal Queen: She provides +1/+1 counters, lifelink counters and indestructible counters on herself which can be passed to Tidus and other important creatures after some proliferation. This card single-handedly means that removal from your opponents is significantly slowed, as well as providing a good variety of counters for cheap prices, and you can be as aggressive as you like thanks to lifelink, with evasion not being as necessary as before with her on the field."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Danny Pink: This is the draw MACHINE. I have in testing and in live games, never seen a card draw as many as Danny Pink has, since he will trigger on you moving counters thanks to Tidus' first ability, as well as his proliferation from "},{"attributes":{"italic":true},"insert":"Cheer"},{"insert":". This means that interaction is almost always available for you with Danny Pink on the field provided you have the mana, as his cost of 4 mana typically allows for 2-3 creatures to be on the field before he arrives. This would lead to you drawing 6 cards a turn including your draw step, thus putting you even further ahead."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kodama of the West Tree / Brotherhood Regalia: Whilst these two are not as explosive as the others on this list, the incremental value that they provide with Tidus is invaluable. Evasion that is groupwide is hard to come by, which makes Kodama of the West Tree surprisingly nice for the board wide trample. Not only that, but Kodama also skims the rest of the deck for your basic lands whenever it connects, allowing your late game to have less lands and more big plays. Meanwhile, the Brotherhood Regalia giving Tidus ward 1 as well as making him unblockable means that you can start racking up commander damage reliably, which is often than not the easier way of clenching victory, provided you have no other smaller creatures with evasion. On the topic of equipment, Buster Sword deserves a mention, though should always go on creatures which already have evasion, but it allows you greater plays through cheating things out, which is always fantastic."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ouroboroid: Probably the best creature that is in this deck. Ouroboroid only exponentially speeds up the ability to put +1/+1 counters on your entire board since instead of increasing most creatures by one counter through proliferation, their on combat trigger ability synergises particularly well with Tidus' first ability, as well as Maester Seymour, Inkeeper's Talent and Hadana's Climb. Typically, the best way to get value out of Ouroboroid is to move a counter from Tidus onto Maester Seymour, then give him one thanks to Inkeeper's, and use Seymour's ability to give counters to the Ouroboroid. This then allows the Ouroboroid to pass counters all through the board. Give Ouroboroid two cycles of this, and every creature on your board can have upwards of hundreds of counters."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Akroma's Will: The best finisher in the deck, it gives all the creatures on the board protection, evasion, lifelink to ensure safety on the next turns, and double strike to pretty much guarantee kills. It's simple enough to use, have a big board state available and swing all out with whatever you have available to get a bunch of life. Akroma's Will also has versatility as it allows for it to be used as a costlier form of protection if the need arises and the creatures need to dodge things like Blasphemous Act and the like. Moreover, the use of Akroma's Will as protection means that you cannot be targeted by exile effects either, being one of the main ways to bypass indestructible counters from creatures like Arwen. I personally removed it in exchange for smaller pieces since a one card “win the game” button that happened instantly as opposed to the sustain of the other pieces didn’t follow what I wanted for the deck, though a faster Tidus will much prefer this."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Interaction and Protection"},{"insert":"\nA good method to preserve your counters if interaction is not available is the use of either Yuna, Grand Summoner and The Ozolith. Both of these move the counters from a dead permanent to the rest of the board, and there are some cases where you will prefer one over the other. If possible, where +1/+1 counters are the only thing on the board, Yuna is better, since she moves them directly to the creatures currently in battle. The Ozolith, meanwhile, saves the other \"wildcard\" counters that are present on cards like Arwen, Mortal Queen or Dreamtide Whale (indestructible, lifelink, vanishing etc.), though the majority of the time Ozolith is always going to be good.\n\nInteract with the opponents boards where necessary, in particular Swords to Plowshares, Amphibian Downpour, and the counterspells of Offer You Can't Refuse and Swan Song (Stubborn Denial too), slowing down the board state to ensure that your counters can continue building. \n\n\n"}]}
Commander
Tidus, Yuna's Guardian
At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control.
Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn.
Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn.
Legendary Creature - Human Warrior

Commander
(CTRL to add secondary)
Counters
Agent's Toolkit
This artifact enters with a +1/+1 counter, a flying counter, a deathtouch counter, and a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Whenever a creature you control enters, you may move a counter from this artifact onto that creature.
, Sacrifice this artifact: Draw a card.
Whenever a creature you control enters, you may move a counter from this artifact onto that creature.
, Sacrifice this artifact: Draw a card.
Artifact - Clue

Arwen, Mortal Queen
Arwen enters with an indestructible counter on her.
, Remove an indestructible counter from Arwen: Another target creature gains indestructible until end of turn. Put a +1/+1 counter and a lifelink counter on that creature and a +1/+1 counter and a lifelink counter on Arwen.
, Remove an indestructible counter from Arwen: Another target creature gains indestructible until end of turn. Put a +1/+1 counter and a lifelink counter on that creature and a +1/+1 counter and a lifelink counter on Arwen.
Legendary Creature - Elf Noble

Botanical Brawler
Trample
This creature enters with two +1/+1 counters on it.
Whenever one or more +1/+1 counters are put on another permanent you control, if it's the first time +1/+1 counters have been put on that permanent this turn, put a +1/+1 counter on this creature.
This creature enters with two +1/+1 counters on it.
Whenever one or more +1/+1 counters are put on another permanent you control, if it's the first time +1/+1 counters have been put on that permanent this turn, put a +1/+1 counter on this creature.
Creature - Warrior Elemental

Dreamtide Whale
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Whale

Germination Practicum
Put two +1/+1 counters on each creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Innkeeper's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Enchantment - Class

Maester Seymour
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control.
: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
Legendary Creature - Human Cleric Elf

Counters
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Draw
Danny Pink
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Legendary Creature - Human Soldier Advisor

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

Lifestream's Blessing
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
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

Pollywog Prodigy
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.
Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.
Creature - Wizard Frog

Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror

Storm Fleet Negotiator
Flying
Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, you create a Map token. Then each player draws a card. (A Map token is an artifact with ", , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, you create a Map token. Then each player draws a card. (A Map token is an artifact with ", , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Creature - Pirate Siren

Draw
(CTRL to add secondary)
Evasion
Rikku, Resourceful Guardian
Whenever you put one or more counters on a creature, until end of turn, that creature can't be blocked by creatures your opponents control.
Steal — , : Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery.
Steal — , : Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery.
Legendary Creature - Human Artificer

Evasion
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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MDFC
MDFC
(CTRL to add secondary)
Proliferate
Tekuthal, Inquiry Dominus
Flying
If you would proliferate, proliferate twice instead.
, Remove three counters from among other artifacts, creatures, and planeswalkers you control: Put an indestructible counter on Tekuthal. ( can be paid with either or 2 life.)
If you would proliferate, proliferate twice instead.
, Remove three counters from among other artifacts, creatures, and planeswalkers you control: Put an indestructible counter on Tekuthal. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Proliferate
(CTRL to add secondary)
Protection
Clever Concealment
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.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Ripples of Potential
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact

Protection
(CTRL to add secondary)
Ramp
Kodama of the West Tree
Reach
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Creature - Spirit

Yuna, Grand Summoner
Grand Summon — : Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it.
Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature.
Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature.
Legendary Creature - Human Cleric

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

Removal
(CTRL to add secondary)
Maybeboard
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Denry Klin, Editor in Chief
Denry Klin enters with your choice of a +1/+1, first strike, or vigilance counter on it.
Whenever a nontoken creature you control enters, if Denry Klin has counters on it, put the same number of each kind of counter on that creature.
Whenever a nontoken creature you control enters, if Denry Klin has counters on it, put the same number of each kind of counter on that creature.
Legendary Creature - Advisor Cat

Dyadrine, Synthesis Amalgam
Trample
Dyadrine enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
Whenever you attack, you may remove a +1/+1 counter from each of two creatures you control. If you do, draw a card and create a 2/2 colorless Robot artifact creature token.
Dyadrine enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
Whenever you attack, you may remove a +1/+1 counter from each of two creatures you control. If you do, draw a card and create a 2/2 colorless Robot artifact creature token.
Legendary Creature Artifact - Construct

Falco Spara, Pactweaver
Flying, trample
Falco Spara enters with a shield counter on it.
You may look at the top card of your library any time.
You may cast spells from the top of your library by removing a counter from a creature you control in addition to paying their other costs.
Falco Spara enters with a shield counter on it.
You may look at the top card of your library any time.
You may cast spells from the top of your library by removing a counter from a creature you control in addition to paying their other costs.
Legendary Creature - Demon Bird

Flesh Duplicate
You may have this creature enter as a copy of any creature on the battlefield, except it has vanishing 3 if that creature doesn't have vanishing. (A permanent with vanishing 3 enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Creature - Shapeshifter Rebel

Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Invasion of Ikoria
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library and/or graveyard for a non-Human creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle.
When this Siege enters, search your library and/or graveyard for a non-Human creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle.
Battle - Siege


Iron Man, Armored Avenger
Flying
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.)
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature Artifact - Human Hero

Kellan Joins Up
When Kellan Joins Up enters, you may exile a nonland card with mana value 3 or less from your hand. If you do, it becomes plotted. (You may cast it as a sorcery on a later turn without paying its mana cost.)
Whenever a legendary creature you control enters, put a +1/+1 counter on each creature you control.
Whenever a legendary creature you control enters, put a +1/+1 counter on each creature you control.
Legendary Enchantment

Nature's Rhythm
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery

Patrolling Peacemaker
This creature enters with two +1/+1 counters on it.
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature Artifact - Soldier Robot

Perch Protection
Gift an extra turn (You may promise an opponent a gift as you cast this spell. If you do, they take an extra turn after this one.)
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Instant

Roalesk, Apex Hybrid
Flying, trample
When Roalesk enters, put two +1/+1 counters on another target creature you control.
When Roalesk dies, proliferate, then proliferate again. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)
When Roalesk enters, put two +1/+1 counters on another target creature you control.
When Roalesk dies, proliferate, then proliferate again. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)
Legendary Creature - Human Mutant

Tamiyo, Field Researcher
+1: Choose up to two target creatures. Until your next turn, whenever either of those creatures deals combat damage, you draw a card.
−2: Tap up to two target nonland permanents. They don't untap during their controller's next untap step.
−7: Draw three cards. You get an emblem with "You may cast spells from your hand without paying their mana costs."
−2: Tap up to two target nonland permanents. They don't untap during their controller's next untap step.
−7: Draw three cards. You get an emblem with "You may cast spells from your hand without paying their mana costs."
Legendary Planeswalker - Tamiyo

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"attributes":{"italic":true},"insert":"Watch and weep, Crusaders!"},{"insert":"\n\nTidus works as an incremental value deck, looking to slowly but surely win games by laying low under the radar for the majority of the first 4-5 turns whilst creating a board state of many creatures with evasion and +1/+1 counters to win through combat damage. \n\n"},{"attributes":{"bold":true},"insert":"Priorities in Opening Hands:"},{"insert":"\nALWAYS MAKE SURE TIDUS CAN BE PLAYED: Whilst this is obvious for most decks, it is especially crucial for Tidus. Tidus provides significantly more draw and only amplifies the other draw pieces that are available to him like Enduring Curiosity, Curiosity or Ohran Frostfang. On top of this, he begins the proliferation process for your +1/+1 counters, and thus in the off chance you have an opening hand that can play Tidus but doesn't have counters available, you will still be able to make use of them as soon as the topdeck occurs. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 2 plays or +1/+1 counter sources: After you have enough lands to make sure Tidus can be played on Turn 3 or earlier, trying to get pieces which can generate +1/+1 counters for Tidus or accompanying pieces like Slither Blade is essential, as this gives you the continual draw. My personal favourites include Maester Seymour, Hadana's Climb, Silent Hallcreeper and Inkeeper's Talent. These are all cheaper or the same cost as Tidus, allowing for them to give Tidus (or other attacking creatures) their counters. In the cases that you do not have counters in your opening hand, proliferation sources like Thrummingbird or Faithful Apparition work as well, provided the topdecks are friendly to you."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Draw Engines and Ramp: These are the least significant, though definitely provide value for you in the early game to ensure Tidus gets off on a correct foot. Best ramp options are Bloom Tender, Noble Hierarch and of course Birds of Paradise. Meanwhile, on draw engines, the cheaper the better, ideally pieces like Esper Sentinel or Storm Fleet Negotiator come to mind, though saving a more costly piece like Enduring Curiosity or Ohran Frostfang works just as well. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAfter the opening hand has been established, you should use your first 2 turns ramping out and getting out pieces which can provide counters, or your cheaper sources of evasion like Slither Blade or Elusive Krasis. Turn 3 should pretty much always have Tidus hit the field, though things that have evolve like Elusive Krasis as mentioned earlier (sometimes Gyre Sage though normally he should be Turn 2) can take priority to ensure you have an evasive attacker with a +1/+1 counter. Once Turn 4 hits, your best plan is to ensure that proliferation continues at a steady pace, and to amplify their effects, use Tidus' first ability to move +1/+1 counters around so that multiple creatures get new counter effects.\n\n"},{"attributes":{"bold":true},"insert":"Finishing Pieces"},{"insert":"\nYour late game will typically involve the use of a couple specific strong cards. Keep your eyes on the lookout for (in no particular order): \nArwen, Mortal Queen: She provides +1/+1 counters, lifelink counters and indestructible counters on herself which can be passed to Tidus and other important creatures after some proliferation. This card single-handedly means that removal from your opponents is significantly slowed, as well as providing a good variety of counters for cheap prices, and you can be as aggressive as you like thanks to lifelink, with evasion not being as necessary as before with her on the field."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Danny Pink: This is the draw MACHINE. I have in testing and in live games, never seen a card draw as many as Danny Pink has, since he will trigger on you moving counters thanks to Tidus' first ability, as well as his proliferation from "},{"attributes":{"italic":true},"insert":"Cheer"},{"insert":". This means that interaction is almost always available for you with Danny Pink on the field provided you have the mana, as his cost of 4 mana typically allows for 2-3 creatures to be on the field before he arrives. This would lead to you drawing 6 cards a turn including your draw step, thus putting you even further ahead."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kodama of the West Tree / Brotherhood Regalia: Whilst these two are not as explosive as the others on this list, the incremental value that they provide with Tidus is invaluable. Evasion that is groupwide is hard to come by, which makes Kodama of the West Tree surprisingly nice for the board wide trample. Not only that, but Kodama also skims the rest of the deck for your basic lands whenever it connects, allowing your late game to have less lands and more big plays. Meanwhile, the Brotherhood Regalia giving Tidus ward 1 as well as making him unblockable means that you can start racking up commander damage reliably, which is often than not the easier way of clenching victory, provided you have no other smaller creatures with evasion. On the topic of equipment, Buster Sword deserves a mention, though should always go on creatures which already have evasion, but it allows you greater plays through cheating things out, which is always fantastic."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ouroboroid: Probably the best creature that is in this deck. Ouroboroid only exponentially speeds up the ability to put +1/+1 counters on your entire board since instead of increasing most creatures by one counter through proliferation, their on combat trigger ability synergises particularly well with Tidus' first ability, as well as Maester Seymour, Inkeeper's Talent and Hadana's Climb. Typically, the best way to get value out of Ouroboroid is to move a counter from Tidus onto Maester Seymour, then give him one thanks to Inkeeper's, and use Seymour's ability to give counters to the Ouroboroid. This then allows the Ouroboroid to pass counters all through the board. Give Ouroboroid two cycles of this, and every creature on your board can have upwards of hundreds of counters."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Akroma's Will: The best finisher in the deck, it gives all the creatures on the board protection, evasion, lifelink to ensure safety on the next turns, and double strike to pretty much guarantee kills. It's simple enough to use, have a big board state available and swing all out with whatever you have available to get a bunch of life. Akroma's Will also has versatility as it allows for it to be used as a costlier form of protection if the need arises and the creatures need to dodge things like Blasphemous Act and the like. Moreover, the use of Akroma's Will as protection means that you cannot be targeted by exile effects either, being one of the main ways to bypass indestructible counters from creatures like Arwen. I personally removed it in exchange for smaller pieces since a one card “win the game” button that happened instantly as opposed to the sustain of the other pieces didn’t follow what I wanted for the deck, though a faster Tidus will much prefer this."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Interaction and Protection"},{"insert":"\nA good method to preserve your counters if interaction is not available is the use of either Yuna, Grand Summoner and The Ozolith. Both of these move the counters from a dead permanent to the rest of the board, and there are some cases where you will prefer one over the other. If possible, where +1/+1 counters are the only thing on the board, Yuna is better, since she moves them directly to the creatures currently in battle. The Ozolith, meanwhile, saves the other \"wildcard\" counters that are present on cards like Arwen, Mortal Queen or Dreamtide Whale (indestructible, lifelink, vanishing etc.), though the majority of the time Ozolith is always going to be good.\n\nInteract with the opponents boards where necessary, in particular Swords to Plowshares, Amphibian Downpour, and the counterspells of Offer You Can't Refuse and Swan Song (Stubborn Denial too), slowing down the board state to ensure that your counters can continue building. \n\n\n"}]}














































































































