SINAYA
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Commander
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{"ops":[{"insert":"🌩️ Storm, Windrider: The Skies of Wakanda\n\n\"I am a woman, a queen, a goddess, and the air you breathe. Welcome to my domain—where the ground belongs to trespassers, but the skies obey only me.\"\n\n🏛️ The Heavens Above Birnin Zana\nHigh above the lush golden canopies, sacred mountains, and vibranium-rich sanctuaries lies the elevated realm of Storm, Windrider. Here, divine ancestral tradition, royal diplomacy, and untamed elemental mastery merge seamlessly.\n\nProtected by energy barriers, guarded by majestic celestial beasts (Appa, Momo), and recorded by royal battle scribes (Combat Calligrapher), this sanctuary remains completely untouched by earthbound invaders.\n\nTo your allies, it is a haven of peace and high-altitude majesty. To your enemies, it is a politically manipulated, suffocating storm system where every step drains their energy, every spell chokes in the thin atmosphere, and rival armies are cleverly maneuvered into destroying each other.\n\n🛡️ Core Strategic Pillars\n📜 1. Royal Decrees & Inkling Diplomacy\nWith the addition of Combat Calligrapher, Wakanda doesn't just lock down the sky—it rewrites the rules of engagement across the entire table.\n\nInkling Propaganda: The Royal Scribe offers lucrative incentives to rival warlords. Whenever opponents attack each other, they are rewarded with flying Inkling tokens that are contractually forbidden from attacking you.\n\nDouble-Layered Aerial Protection: Because Storm’s passive ability prevents all flying creatures from attacking you, giving opponents flying tokens only benefits you—they can use their Inklings against each other, but those same Inklings remain helpless against your board.\n\n🌫️ 2. The Atmospheric Defense Shield (Stax Grid)\nHigh-density atmospheric friction and energy barriers neutralize earthbound threats before they cross your perimeter.\n\nThe Cloaking Barrier (Magus of the Moat, Island Sanctuary): A dense sea of electrified clouds locks the ground realm, leaving your airborne forces free to soar overhead.\nSonic Disruptors (Rule of Law, Deafening Silence, Archon of Emeria): Atmospheric dampening limits players to a single action per turn, choking out rapid-fire combo decks.\n\nThe Royal Decree (Ghostly Prison, Blind Obedience, Linvala): Trespassers pay heavy energy costs to advance, while their activated abilities are completely neutralized.\n\n🌪️ 3. Mistress of the Elements (Storm’s Weather Tech)\nStorm bends wind currents and atmospheric pressure to control combat outcomes.\n\nUpdraft Manipulation (Sylvan Paradise): Storm channels a powerful gale to lift entire enemy units into the air. Because airborne creatures can neither attack you nor block your forces, lifting enemy ground units renders them harmless.\n\nVibranium Shielding (Xantid Swarm, Heroic Intervention, Shalai): Protective wind barriers and ancestral hexproof shields keep your commanders and key assets safe.\n\n🪽 4. The Ancestral Vanguard & Sacred Beasts\nYou command the ancestral spirits of the realm and the royal fleet.\n\nSpirit Companions (Appa, Steadfast Guardian, Momo, Friendly Flier): Sacred beasts that reduce mana costs and blink key assets to safety.\n\nThe Heavenly Host (Serra Paragon, Archangel of Tithes, Esper Sentinel): A majestic vanguard that polices enemy spellcasting while keeping your hand stocked with ancestral wisdom (Toski, Firemane Commando).\n\n⚔️ Battle Plan: Wakanda Forever\nPhase 1: Raising the Shield (Early Game)\nEstablish your resource grid early using ancient relics and land channels (Sol Ring, Carpet of Flowers, Land Tax, Birds of Paradise). Reconnaissance scouts like Esper Sentinel and Xantid Swarm monitor the perimeter to ensure smooth deployment.\n\nPhase 2: Political Tempest & Lockout (Mid Game)\nActivate the atmospheric shield. Magus of the Moat seals the ground, while Rule of Law throttles enemy tempo. Simultaneously, Combat Calligrapher turns opponents against each other with political Inkling tokens. If a threat approaches, Storm uses swift wind magic (Sylvan Paradise) to hurl enemy forces into the sky, neutralizing their attacks.\n\nPhase 3: The Wrath of the Goddess (Late Game)\nWith the opposition trapped below and weakened by infighting, Storm gathers the full power of the elements. Guided by Serra the Benevolent, unleash a high-altitude assault via Moonshaker Cavalry or a toxic tempest (Triumph of the Hordes). Your airborne army strikes as one to close out the game in a single, decisive turn.\n"}]}
Draw
Draw
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Finisher
Finisher
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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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Lifegain
Lifegain
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Protection
Appa, Steadfast Guardian
Flash
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Legendary Creature - Ally Bison

Archangel of Tithes
Flying
As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
Creature - Angel

Protection
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Ramp
Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Angel

Ramp
(CTRL to add secondary)
Recursion
Angel of Indemnity
Flying, lifelink
When this creature enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
When this creature enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Warrior Angel

Serra Paragon
Flying
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Creature - Angel

Recursion
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Removal
Removal
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Stax
Stax
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Tokens
Serra the Benevolent
+2: Creatures you control with flying get +1/+1 until end of turn.
−3: Create a 4/4 white Angel creature token with flying and vigilance.
−6: You get an emblem with "If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead."
−3: Create a 4/4 white Angel creature token with flying and vigilance.
−6: You get an emblem with "If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead."
Legendary Planeswalker - Serra

Tokens
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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

Karmic Guide
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit

Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

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

Sephara, Sky's Blade
You may pay and tap four untapped creatures you control with flying rather than pay this spell's mana cost.
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Legendary Creature - Angel

Timeless Dragon
Flying
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Dragon with no mana cost. Eternalize only as a sorcery.)
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Dragon with no mana cost. Eternalize only as a sorcery.)
Creature - Dragon

Wilt-Leaf Liege
( can be paid with either or .)
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.
Creature - Knight Elf

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"🌩️ Storm, Windrider: The Skies of Wakanda\n\n\"I am a woman, a queen, a goddess, and the air you breathe. Welcome to my domain—where the ground belongs to trespassers, but the skies obey only me.\"\n\n🏛️ The Heavens Above Birnin Zana\nHigh above the lush golden canopies, sacred mountains, and vibranium-rich sanctuaries lies the elevated realm of Storm, Windrider. Here, divine ancestral tradition, royal diplomacy, and untamed elemental mastery merge seamlessly.\n\nProtected by energy barriers, guarded by majestic celestial beasts (Appa, Momo), and recorded by royal battle scribes (Combat Calligrapher), this sanctuary remains completely untouched by earthbound invaders.\n\nTo your allies, it is a haven of peace and high-altitude majesty. To your enemies, it is a politically manipulated, suffocating storm system where every step drains their energy, every spell chokes in the thin atmosphere, and rival armies are cleverly maneuvered into destroying each other.\n\n🛡️ Core Strategic Pillars\n📜 1. Royal Decrees & Inkling Diplomacy\nWith the addition of Combat Calligrapher, Wakanda doesn't just lock down the sky—it rewrites the rules of engagement across the entire table.\n\nInkling Propaganda: The Royal Scribe offers lucrative incentives to rival warlords. Whenever opponents attack each other, they are rewarded with flying Inkling tokens that are contractually forbidden from attacking you.\n\nDouble-Layered Aerial Protection: Because Storm’s passive ability prevents all flying creatures from attacking you, giving opponents flying tokens only benefits you—they can use their Inklings against each other, but those same Inklings remain helpless against your board.\n\n🌫️ 2. The Atmospheric Defense Shield (Stax Grid)\nHigh-density atmospheric friction and energy barriers neutralize earthbound threats before they cross your perimeter.\n\nThe Cloaking Barrier (Magus of the Moat, Island Sanctuary): A dense sea of electrified clouds locks the ground realm, leaving your airborne forces free to soar overhead.\nSonic Disruptors (Rule of Law, Deafening Silence, Archon of Emeria): Atmospheric dampening limits players to a single action per turn, choking out rapid-fire combo decks.\n\nThe Royal Decree (Ghostly Prison, Blind Obedience, Linvala): Trespassers pay heavy energy costs to advance, while their activated abilities are completely neutralized.\n\n🌪️ 3. Mistress of the Elements (Storm’s Weather Tech)\nStorm bends wind currents and atmospheric pressure to control combat outcomes.\n\nUpdraft Manipulation (Sylvan Paradise): Storm channels a powerful gale to lift entire enemy units into the air. Because airborne creatures can neither attack you nor block your forces, lifting enemy ground units renders them harmless.\n\nVibranium Shielding (Xantid Swarm, Heroic Intervention, Shalai): Protective wind barriers and ancestral hexproof shields keep your commanders and key assets safe.\n\n🪽 4. The Ancestral Vanguard & Sacred Beasts\nYou command the ancestral spirits of the realm and the royal fleet.\n\nSpirit Companions (Appa, Steadfast Guardian, Momo, Friendly Flier): Sacred beasts that reduce mana costs and blink key assets to safety.\n\nThe Heavenly Host (Serra Paragon, Archangel of Tithes, Esper Sentinel): A majestic vanguard that polices enemy spellcasting while keeping your hand stocked with ancestral wisdom (Toski, Firemane Commando).\n\n⚔️ Battle Plan: Wakanda Forever\nPhase 1: Raising the Shield (Early Game)\nEstablish your resource grid early using ancient relics and land channels (Sol Ring, Carpet of Flowers, Land Tax, Birds of Paradise). Reconnaissance scouts like Esper Sentinel and Xantid Swarm monitor the perimeter to ensure smooth deployment.\n\nPhase 2: Political Tempest & Lockout (Mid Game)\nActivate the atmospheric shield. Magus of the Moat seals the ground, while Rule of Law throttles enemy tempo. Simultaneously, Combat Calligrapher turns opponents against each other with political Inkling tokens. If a threat approaches, Storm uses swift wind magic (Sylvan Paradise) to hurl enemy forces into the sky, neutralizing their attacks.\n\nPhase 3: The Wrath of the Goddess (Late Game)\nWith the opposition trapped below and weakened by infighting, Storm gathers the full power of the elements. Guided by Serra the Benevolent, unleash a high-altitude assault via Moonshaker Cavalry or a toxic tempest (Triumph of the Hordes). Your airborne army strikes as one to close out the game in a single, decisive turn.\n"}]}
























































































































