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Commander
Size: 100Salt sum: 45.61
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Redbaron291

432 views3 days ago
Commander
Size: 100Salt sum: 45.61

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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

Qty: 1 Price: $74.99
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.
Legendary Creature - Human Warrior
Tidus, Yuna's Guardian (fic) 205

Commander

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Counters

Qty: 13 Price: $131.59
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.
Artifact - Clue
Agent's Toolkit (ncc) 66
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.
Legendary Creature - Elf Noble
Arwen, Mortal Queen (ltr) 193
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.
Creature - Warrior Elemental
Botanical Brawler (mom) 220
Byrke, Long Ear of the Law
Vigilance
When Byrke enters, put a +1/+1 counter on each of up to two target creatures.
Whenever a creature you control with a +1/+1 counter on it attacks, double the number of +1/+1 counters on it.
Legendary Creature - Soldier Rabbit
Byrke, Long Ear of the Law (blb) 380
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.)
Creature - Whale
Dreamtide Whale (mh3) 59
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.)
Sorcery - Lesson
Germination Practicum (sos) 149
Gift of the Viper
Put a +1/+1 counter, a reach counter, and a deathtouch counter on target creature. Untap it.
Instant
Gift of the Viper (mh3) 156
Hadana's Climb
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
Legendary Enchantment
Hadana's Climb // Winged Temple of Orazca (plst) RIX-158Hadana's Climb // Winged Temple of Orazca (plst) RIX-158
Hardened Scales
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
Enchantment
Hardened Scales (soc) 272
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.
Enchantment - Class
Innkeeper's Talent (blb) 180
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.)
Legendary Creature - Human Cleric Elf
Maester Seymour (fic) 68
Ouroboroid
At the beginning of combat on your turn, put X +1/+1 counters on each creature you control, where X is this creature's power.
Creature - Plant Wurm
Ouroboroid (eoe) 201
Sphere Grid
Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
Unlock Ability — Creatures you control with +1/+1 counters on them have reach and trample.
Enchantment
Sphere Grid (fic) 70

Counters

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Draw

Qty: 13 Price: $383.67
Bred for the Hunt
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card.
Enchantment
Bred for the Hunt (40k) 222
Buster Sword
Equipped creature gets +3/+2.
Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost.
Equip
Artifact - Equipment
Buster Sword (fin) 255
Curiosity
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Enchantment - Aura
Curiosity (wot) 17
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."
Legendary Creature - Human Soldier Advisor
Danny Pink (who) 39
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.)
Creature Enchantment - Cat Glimmer
Enduring Curiosity (dsk) 388
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 (plst) MH2-12
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.)
Instant
Lifestream's Blessing (fic) 67
Ohran Frostfang
Attacking creatures you control have deathtouch.
Whenever a creature you control deals combat damage to a player, draw a card.
Snow Creature - Snake
Ohran Frostfang (soc) 279
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.
Creature - Wizard Frog
Pollywog Prodigy (blc) 15
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.
Creature Enchantment - Horror
Silent Hallcreeper (dsk) 72
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.")
Creature - Pirate Siren
Storm Fleet Negotiator (lcc) 78
The Great Henge
This spell costs
less to cast, where X is the greatest power among creatures you control.
: Add
. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
Legendary Artifact
The Great Henge (cmm) 294
Trouble in Pairs
If an opponent would begin an extra turn, that player skips that turn instead.
Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.
Enchantment
Trouble in Pairs (mkc) 15

Draw

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Evasion

Qty: 4 Price: $168.02
Brotherhood Regalia
Equipped creature has ward
, is an Assassin in addition to its other types, and can't be blocked.
Equip legendary creature

Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Brotherhood Regalia (acr) 71
Elusive Krasis
This creature can't be blocked.
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.)
Creature - Mutant Fish
Elusive Krasis (gtc) 160
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.
Legendary Creature - Human Artificer
Rikku, Resourceful Guardian (fic) 468
Slither Blade
This creature can't be blocked.
Creature - Rogue Snake
Slither Blade (otc) 114

Evasion

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Land

Qty: 31 (38 w/ MDFC)Price: $570.63
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (m3c) 316
Barkchannel Pathway
: Add
.
Land
Barkchannel Pathway // Tidechannel Pathway (khm) 290Barkchannel Pathway // Tidechannel Pathway (khm) 290
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.
Legendary Land
Boseiju, Who Endures (neo) 412
Bountiful Promenade
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Bountiful Promenade (sld) 2440
Branchloft Pathway
: Add
.
Land
Branchloft Pathway // Boulderloft Pathway (znr) 284Branchloft Pathway // Boulderloft Pathway (znr) 284
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (rvr) 293
Brushland
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Brushland (fic) 377
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (mb2) 240
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (sld) 806
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 (mh3) 353
Forest
(
: Add
.)
Basic Land - Forest
Forest (eoe) 266
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 (ecl) 347
Hedge Maze
(
: 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 Forest
Hedge Maze (mkm) 326
Hengegate Pathway
: Add
.
Land
Hengegate Pathway // Mistgate Pathway (khm) 260Hengegate Pathway // Mistgate Pathway (khm) 260
Island
(
: Add
.)
Basic Land - Island
Island (eoe) 263
Lush Portico
(
: 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 Forest
Lush Portico (mkm) 327
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
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 (spg) 116
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) 414
Plains
(
: Add
.)
Basic Land - Plains
Plains (eoe) 262
Rejuvenating Springs
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Rejuvenating Springs (cmm) 662
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (soc) 400
Savannah
(
: Add
or
.)
Land - Plains Forest
Savannah (vma) 311
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (plst) BBD-84
Spara's Headquarters
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Forest
Spara's Headquarters (snc) 293
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (clu) 282
Tropical Island
(
: Add
or
.)
Land - Island Forest
Tropical Island (vma) 321
Tundra
(
: Add
or
.)
Land - Plains Island
Tundra (vma) 322
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 360
Yavimaya Coast
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Yavimaya Coast (m3c) 410
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (m3c) 409

Land

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MDFC

Qty: 3 Price: $70.97
Bala Ged Recovery
Return target card from your graveyard to your hand.
Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180
Glasspool Mimic
You may have this creature enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
Creature - Rogue Shapeshifter
Glasspool Mimic // Glasspool Shore (znr) 60Glasspool Mimic // Glasspool Shore (znr) 60
Sea Gate Restoration
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
Sorcery
Sea Gate Restoration // Sea Gate, Reborn (znr) 76Sea Gate Restoration // Sea Gate, Reborn (znr) 76

MDFC

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Proliferate

Qty: 2 Price: $11.38
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.)
Legendary Creature - Horror Phyrexian
Tekuthal, Inquiry Dominus (one) 302
Thrummingbird
Flying
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Bird Horror Phyrexian
Thrummingbird (ncc) 236

Proliferate

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Protection

Qty: 9 Price: $152.21
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.)
Instant
Clever Concealment (fic) 236
Inspiring Call
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Instant
Inspiring Call (lcc) 244
Overprotect
Target creature you control gets +3/+3 and gains trample, hexproof, and indestructible until end of turn.
Instant
Overprotect (blb) 185
Protection Magic
Put a shield counter on each of up to three target creatures. (If a creature with a shield counter would be dealt damage or destroyed, remove a shield counter from it instead.)
Instant
Protection Magic (fic) 24
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
Ripples of Potential (eoc) 77
Sejiri Shelter
Target creature you control gains protection from the color of your choice until end of turn.
Instant
Sejiri Shelter // Sejiri Glacier (znr) 37Sejiri Shelter // Sejiri Glacier (znr) 37
Shore Up
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
Instant
Shore Up (blb) 69
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.
Instant
Teferi's Protection (sta) 11
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.
Legendary Artifact
The Ozolith (iko) 237

Protection

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Ramp

Qty: 11 Price: $660.99
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (sld) 1675
Bloom Tender
Vivid —
: For each color among permanents you control, add one mana of that color.
Creature - Elf Druid
Bloom Tender (ecl) 166
Elvish Mystic
: Add
.
Creature - Elf Druid
Elvish Mystic (sld) 805
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (eoc) 50
Gyre Sage
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.)
: Add
for each +1/+1 counter on this creature.
Creature - Elf Druid
Gyre Sage (fic) 306
Incubation Druid
: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
Creature - Elf Druid
Incubation Druid (fic) 309
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.
Legendary Creature - Spirit
Kodama of the West Tree (pneo) 199p
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (fdn) 429
Noble Hierarch
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Add
,
, or
.
Creature - Human Druid
Noble Hierarch (plst) MM2-151
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (sld) 1676
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.
Legendary Creature - Human Cleric
Yuna, Grand Summoner (fic) 208

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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
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 (fic) 267
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rvr) 419
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) 94
Fight for the Throne
Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. When the creature an opponent controls dies this turn, if you control your commander, you become the monarch.
Instant
Fight for the Throne (msc) 65
Final Showdown
Spree (Choose one or more additional costs.)
+
— All creatures lose all abilities until end of turn.
+
— Choose a creature you control. It gains indestructible until end of turn.
+
— Destroy all creatures.
Instant
Final Showdown (otj) 11
Khalni Ambush
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Instant
Khalni Ambush // Khalni Territory (znr) 192Khalni Ambush // Khalni Territory (znr) 192
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
Static Prison
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. You get
(two energy counters).
At the beginning of your first main phase, sacrifice this enchantment unless you pay
.
Enchantment
Static Prison (mh3) 44
Stubborn Denial
Counter target noncreature spell unless its controller pays
.
Ferocious — If you control a creature with power 4 or greater, counter that spell instead.
Instant
Stubborn Denial (ktk) 56
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (sld) 1591
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (pf25) 12
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239

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Ajani, Caller of the Pride
+1: Put a +1/+1 counter on up to one target creature.
−3: Target creature gains flying and double strike until end of turn.
−8: Create X 2/2 white Cat creature tokens, where X is your life total.
Legendary Planeswalker - Ajani
Ajani, Caller of the Pride (fdn) 134
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.
Instant
Akroma's Will (soa) 1
Arwen, Weaver of Hope
Each other creature you control enters with a number of additional +1/+1 counters on it equal to Arwen's toughness.
Legendary Creature - Elf Noble
Arwen, Weaver of Hope (ltc) 35
Assemble the Players
You may look at the top card of your library any time.
Once each turn, you may cast a creature spell with power 2 or less from the top of your library.
Enchantment
Assemble the Players (mkm) 3
Astral Cornucopia
This artifact enters with X charge counters on it.
: Choose a color. Add one mana of that color for each charge counter on this artifact.
Artifact
Astral Cornucopia (soc) 342
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (ltc) 234
Chord of Calling
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.)
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Instant
Chord of Calling (sld) 1595
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.
Legendary Creature - Advisor Cat
Denry Klin, Editor in Chief (ncc) 71
Dolmen Gate
Prevent all combat damage that would be dealt to attacking creatures you control.
Artifact
Dolmen Gate (spg) 145
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.
Legendary Creature Artifact - Construct
Dyadrine, Synthesis Amalgam (eoe) 216
Ezuri, Stalker of Spheres
When Ezuri enters, you may pay
. If you do, proliferate twice.
Whenever you proliferate, draw a card.
Legendary Creature - Warrior Elf Phyrexian
Ezuri, Stalker of Spheres (one) 201
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.
Legendary Creature - Demon Bird
Falco Spara, Pactweaver (snc) 186
Finale of Devastation
Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
Sorcery
Finale of Devastation (sld) 2438
Flare of Fortitude
You may sacrifice a nontoken white creature rather than pay this spell's mana cost.
Until end of turn, your life total can't change, and permanents you control gain hexproof and indestructible.
Instant
Flare of Fortitude (mh3) 26
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 24
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
Flesh Duplicate (who) 44
Forgotten Ancient
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
Creature - Elemental
Forgotten Ancient (soc) 267
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.
Enchantment
Garruk's Uprising (wot) 53
Ghalta, Primal Hunger
This spell costs
less to cast, where X is the total power of creatures you control.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Legendary Creature - Elder Dinosaur
Ghalta, Primal Hunger (fdn) 222
Grateful Apparition
Flying
Whenever this creature deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Spirit
Grateful Apparition (fic) 244
Green Sun's Zenith
Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.
Sorcery
Green Sun's Zenith (2x2) 150
Guiding Hydra
This creature enters with X +1/+1 counters on it.
At the beginning of combat on your turn, you may remove a +1/+1 counter from this creature. If you do, put a +1/+1 counter on each other creature you control.
Creature - Horror Hydra
Guiding Hydra (fra) 11
Herald of Secret Streams
Creatures you control with +1/+1 counters on them can't be blocked.
Creature - Warrior Merfolk
Herald of Secret Streams (lcc) 158
Herd Heirloom
: Add one mana of any color. Spend this mana only to cast a creature spell.
: Until end of turn, target creature you control with power 4 or greater gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Artifact
Herd Heirloom (tdm) 144
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.
Battle - Siege
Invasion of Ikoria // Zilortha, Apex of Ikoria (mom) 190Invasion of Ikoria // Zilortha, Apex of Ikoria (mom) 190
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.)
Legendary Creature Artifact - Human Hero
Iron Man, Armored Avenger (msc) 33
Jiang Yanggu, Wildcrafter
Each creature you control with a +1/+1 counter on it has "
: Add one mana of any color."
−1: Put a +1/+1 counter on target creature.
Legendary Planeswalker - Yanggu
Jiang Yanggu, Wildcrafter (j25) 677
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.
Legendary Enchantment
Kellan Joins Up (otj) 212
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.)
Sorcery
Nature's Rhythm (tdm) 150
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.)
Creature Artifact - Soldier Robot
Patrolling Peacemaker (eoc) 5
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.
Instant
Perch Protection (blc) 11
Rishkar's Expertise
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Sorcery
Rishkar's Expertise (m3c) 411
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.)
Legendary Creature - Human Mutant
Roalesk, Apex Hybrid (ncc) 349
Shelinda, Yevon Acolyte
Lifelink
Whenever another creature you control enters, put a +1/+1 counter on that creature if its power is less than Shelinda's power. Otherwise, put a +1/+1 counter on Shelinda.
Legendary Creature - Human Cleric
Shelinda, Yevon Acolyte (fic) 94
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."
Legendary Planeswalker - Tamiyo
Tamiyo, Field Researcher (inr) 249
Wave Goodbye
Return each creature without a +1/+1 counter on it to its owner's hand.
Sorcery
Wave Goodbye (lcc) 79
Worldly Tutor
Search your library for a creature card, reveal it, then shuffle and put the card on top.
Instant
Worldly Tutor (dmr) 185
Zephyr Charge
: Target creature gains flying until end of turn.
Enchantment
Zephyr Charge (m20) 82

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Deck Info

Deck stats

17 pips - 15 cards
28 mana - 25 cards
33 pips - 28 cards
30 mana - 27 cards
0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
0 mana - 8 cards
39 pips - 34 cards
34 mana - 30 cards
0 pips - 0 cards
4 mana - 4 cards
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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"}]}
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