sumarkkat
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Commander
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{"ops":[{"insert":"Excitebike is an Azorius control deck that aims to be able to tutor interaction to deal with opponents while comboing around a central three threats. Although versatile in achieving your goals, you have two main win-cons (Thoracle/Approach of the Second Sun). People may say you are mean for countering their commander with a spell you recurred with Archaeomancer, but you are not. You are a justiciar. You are, my reader, the spirit of Azorius.\n\nSection i: Engine\n\nOur Engine is the key core of the deck, (being Step Through/Archaeomancer/Spellseeker) These three cards tutor almost any utility card in your deck, and enable all of your combos. Your first goal should always be to secure Step Through.\n\nLet’s Talk Step Through -\n\nStep Through tutors any Wizard in your deck - the two most important of which are Archaeomancer, then Spellseeker. Most commonly, you will want to grab Archaeomancer, use Archaeo to bounce Step Through, then grab Spellseeker after. From there, you can use blink spells to accrue further advantage. However, outside of Archaeo and Spellseeker, Step Through can also grab -\n\nArchmage Emeritus (Draw)\nAven Mindcensor (Stax)\nDeep Gnome Terramancer (Ramp)\nDour Port-Mage (Draw/Recast)\nDrannith Magistrate (Stax)\nNaban (Trigger-Doubler)\nShipwreck Dowser (Worse Archaeo)\nSnapcaster Mage (Quick Recursion)\nThassa’s Oracle (Wincon)\nTransit/Trinket Mage (Artifact Tutors)\nVedalken Aethermage (I Guess?)\n\nEach listed Wizard has applications, but most often the first two are best to get your engine started. Emeritus is notable for netting value off any of your infinite combos (Archaeo/Two-Creature Flicker/Peregrine Drake), (Archaeo/High Tide/Snap), (etc… see Section v).\nVeldaken Aethermage is a worse back-up of Step Through, as Shipwreck Dowser is to Archaeomancer. Spellseeker, unfortunately, is one of a kind.\nBoth artifact tutors are especially relevant - Trinket Mage can net you -\n\nAncient Den/Seat of the Synod (for land fixing)\nCodex Shredder (for recursion, primarily of a destroyed Spellseeker/Archaeomancer)\nExploration Map (land tutor)\nGhost Vacuum (grave hate/late-game recursion as a last resort)\nSol Ring (for mana fixing)\n\nTransit Mage can net you -\n\nConjurer’s Closet (consistent blinker)\nPanharmonicon (a common effect doubler for going advantage positive)\n\nTrinket Mage is more utility focused, while Transit Mage gets you key combo pieces. Notably, Expedition Map is a land tutor that further extends Trinket Mages utility. These lands include -\n\nAcademy Ruins (recurs EMap or in the late game, Codex Shredder)\nCavern of Souls (secures combos, especially those that win the game. It is nice to have Spellseeker/Archaeomancer further protected, and is nicer to have an uncounterable Thoracle to cinch the game)\nDemolition Field (land hate)\n\nOr even Otawara/Eiganjo in fringe cases. However, EMap’s primary utility is fetching Riptide Laboratory - which not only protects your key combo pieces from removal, but allows you to recur their effects without using blink cards. 2 mana is also a convenient amount of mana to hold up, allowing you to threaten/signal removal and upon not having to use it, bounce a Wizard prior to your turn for further value accrual.\nMystic Sanctuary is another notable EMap target, as it can not only recur instants but go infinite late game with Ghostly Flicker.\n\nSection ii: Wheels\n\nMana Rocks -\n\nArcane Signet\nAzorius Signet\nSol Ring\nTalisman of Progress\nThought Vessel\n\nArchaeomancer’s Map -\n\nAM helps thin your deck and disincentivizes green shenanigans. Among Azorius ramp rocks, it does its job fairly well.\n\nDeep Gnome Terramancer -\n\nDGT functions similarly to AM, but not only has flash (allowing you to punish a hasty ramper at instant speed) but is tutorable off of Step Through. \n\nPeregrine Drake -\n\nPeregrine Drake is one of the best blink targets, allowing you to further hold interaction up on your opponent's turns. More importantly, Peregrine Drake goes infinite with Archaeomancer and any two-creature blinker (Ghostly Flicker//Displace), allowing you to draw an infinite number of cards with Archmage Emeritus or go card-positive with enter doublers like Elesh Norn or Naban.\n\nSection iii: Handlebars\n\nHandlebars are enablers - cards that blink your key value pieces. The best of these is probably Ephemerate, but also included are -\n\nAbdel Adrian\nConjurer’s Closet\nDisplace\nEssence Flux\nGetaway Galmer\nGhostly Flicker\nIllusionist’s Stratagem\nMomentary Blink\nParting Gust\nSoulherder\nThassa, Deep-Dwelling\n\nGetaway Glamer/Parting Gust notably also double as removal in a pinch.\nAmong handlebars are also other tutors not previously mentioned, including -\n\nMerchant Scroll/Mystical Tutor (any instant/sorcery, but usually Step Through)\nMuddle the Mixture (Spellseeker)\nRecruiter of the Guard (to secure Archaeo/Spellseeker)\n\nSection iv: Brakes\n\nBrakes prevent your opponents from touching you, or from winning the game themselves. Most of these aim to be tutorable off of Spellseeker (even the board wipes!!)\nThese removal options include your MDFCs, a suite of counterspells (An Offer, Arcane Denial, Counterspell & Dovin’s Veto), the aforementioned Getaway Glamer & Parting Gust & on-field removal, like the ever-versatile Reprieve & Path to Exile. Although Snap could be considered removal, it more often functions closer to a combo piece.\nOf particular note are Three Steps Ahead/Final Showdown, both Spree cards from OoTJ. Their low-initial cost allows them to be tutored off of Spellseeker, while still providing powerful effects in the late game.\nWinds of Abandon is nasty in this deck, especially with the tutorable Aven Mindcensor. With Mindcensor out, Winds functions as a one-sided exiling boardwipe that can be recurred with Archaeomancer and provides little to no land advantage for your opponents.\nAlthough permanent recursion in Azorius is few and far between, Jailbreak not only is tutorable off of Spellseeker but can recur it. Although Sword of Light and Shadow isn’t tutorable, it can recur a needed creature in a pinch. Mystic Sanctuary is notable, it can recur instants and even be flickered by Ghostly Flicker, allowing for infinite combos with it, GFlicker, Archaeomancer and an extra turn spell.\nIdeally, recursion shouldn’t be used at all, as your best method is protecting Spellseeker/Archaeomancer before they are hit. Restoration Magic is similar to Final Showdown in that it has a low initial cost but can gain more versatility late game, while still securing early-game combos. For my money, Restoration Magic is one of the most underrated cards coming out of Magic’s recent sets. Mother of Runes and Sejiri Shelter can also protect combo lines in a pinch.\n\nSection v: Exhaust\n\nLet’s talk about win cons.\nApproach of the Second Sun can be tutored off of Mystical Tutor. After playing Approach, you either want to Windfall (drawing it instantly) or tutor it with Mystical Tutor, which you can easily recur off of Archaeo. This line is easily disruptable and more volatile than creature-based lines, so it is recommended you hold up interaction.\nArchaeomancer goes infinite with - Peregrine Drake and any two-blink spells, like Ghostly Flicker or Displace.\nSnap & High Tide.\nAbdel Adrian & any blink spell.\nAnd most importantly, Time Warp/Temporal Manipulation and any repeated blinker, ie. Conjurer’s Closet, Ephemerate or Thassa.\n\nMost non-extra turn combos go infinite but don’t accrue value inherently, needing Archmage Emeritus (to draw until deck out and play out Thoracle) or a trigger doubler (Panharmonicon, Naban or Elesh Norn).\nIf you have a Time Warp combo, do it until you draw Thoracle. Make sure to play Thoracle with Cavern of Souls or hold up interaction, as to make your win uncounterable.\n\nExcitebike plays no draw that doesn’t go infinite - any piece you need you can just tutor from the deck or recur from the yard.\nThat is, of course, exempting your commander Ephara. Ephara is wholly unnecessary (no disrespect), but can serve as an easy draw engine if you are doing poorly. Otherwise, she is just there for colors. Usually, if there is anything you could do besides cast Ephara, you should probably be doing that.\nThis deck cannot win by combat damage (don’t try). If you know your combos (and most importantly keep your key pieces protected) you should be able to deal with other threats at the table. Excitebike, ironically, does not aim to play fast, but rather curb all other threats before winning yourself. Other cards I think could be optionally added would be -\n\nPlayer Protection Pieces (Propaganda/Ghostly Prison)\nGilded Lotus/Coveted Jewel (if more interested in infinite mana, can combo with Pull From Tomorrow)\nLaboratory Maniac (as insurance)\n\n"}]}
Abdel Adrian, Gorion's Ward
When Abdel Adrian enters, exile any number of other nonland permanents you control until Abdel Adrian leaves the battlefield. Create a 1/1 white Soldier creature token for each permanent exiled this way.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Warrior

Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Thassa, Deep-Dwelling
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
Legendary Creature Enchantment - God

Blink
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Thassa's Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Creature - Wizard Merfolk

Draw
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Finisher
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Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Land
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Restoration Magic
Tiered (Choose one additional cost.)
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant

Protection
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Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

Ramp
(Ctrl to add secondary)
Snapcaster Mage
Flash
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Creature - Human Wizard

Recursion
(Ctrl to add secondary)
Ghost Vacuum
: Exile target card from a graveyard.
, , Sacrifice this artifact: Put each creature card exiled with this artifact onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.
, , Sacrifice this artifact: Put each creature card exiled with this artifact onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.
Artifact

Parting Gust
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Instant

Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Removal
(Ctrl to add secondary)
Stax
(Ctrl to add secondary)
Vedalken Aethermage
Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, return target Sliver to its owner's hand.
Wizardcycling (, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
When this creature enters, return target Sliver to its owner's hand.
Wizardcycling (, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
Creature - Wizard Vedalken

Tutor
(Ctrl to add secondary)
Elesh Norn, Mother of Machines
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Legendary Creature - Praetor Phyrexian

Ephara, God of the Polis
Indestructible
As long as your devotion to white and blue is less than seven, Ephara isn't a creature.
At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.
As long as your devotion to white and blue is less than seven, Ephara isn't a creature.
At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.
Legendary Creature Enchantment - God

Sword of Light and Shadow
Equipped creature gets +2/+2 and has protection from white and from black.
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
Artifact - Equipment

Maybeboard
(Ctrl to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Excitebike is an Azorius control deck that aims to be able to tutor interaction to deal with opponents while comboing around a central three threats. Although versatile in achieving your goals, you have two main win-cons (Thoracle/Approach of the Second Sun). People may say you are mean for countering their commander with a spell you recurred with Archaeomancer, but you are not. You are a justiciar. You are, my reader, the spirit of Azorius.\n\nSection i: Engine\n\nOur Engine is the key core of the deck, (being Step Through/Archaeomancer/Spellseeker) These three cards tutor almost any utility card in your deck, and enable all of your combos. Your first goal should always be to secure Step Through.\n\nLet’s Talk Step Through -\n\nStep Through tutors any Wizard in your deck - the two most important of which are Archaeomancer, then Spellseeker. Most commonly, you will want to grab Archaeomancer, use Archaeo to bounce Step Through, then grab Spellseeker after. From there, you can use blink spells to accrue further advantage. However, outside of Archaeo and Spellseeker, Step Through can also grab -\n\nArchmage Emeritus (Draw)\nAven Mindcensor (Stax)\nDeep Gnome Terramancer (Ramp)\nDour Port-Mage (Draw/Recast)\nDrannith Magistrate (Stax)\nNaban (Trigger-Doubler)\nShipwreck Dowser (Worse Archaeo)\nSnapcaster Mage (Quick Recursion)\nThassa’s Oracle (Wincon)\nTransit/Trinket Mage (Artifact Tutors)\nVedalken Aethermage (I Guess?)\n\nEach listed Wizard has applications, but most often the first two are best to get your engine started. Emeritus is notable for netting value off any of your infinite combos (Archaeo/Two-Creature Flicker/Peregrine Drake), (Archaeo/High Tide/Snap), (etc… see Section v).\nVeldaken Aethermage is a worse back-up of Step Through, as Shipwreck Dowser is to Archaeomancer. Spellseeker, unfortunately, is one of a kind.\nBoth artifact tutors are especially relevant - Trinket Mage can net you -\n\nAncient Den/Seat of the Synod (for land fixing)\nCodex Shredder (for recursion, primarily of a destroyed Spellseeker/Archaeomancer)\nExploration Map (land tutor)\nGhost Vacuum (grave hate/late-game recursion as a last resort)\nSol Ring (for mana fixing)\n\nTransit Mage can net you -\n\nConjurer’s Closet (consistent blinker)\nPanharmonicon (a common effect doubler for going advantage positive)\n\nTrinket Mage is more utility focused, while Transit Mage gets you key combo pieces. Notably, Expedition Map is a land tutor that further extends Trinket Mages utility. These lands include -\n\nAcademy Ruins (recurs EMap or in the late game, Codex Shredder)\nCavern of Souls (secures combos, especially those that win the game. It is nice to have Spellseeker/Archaeomancer further protected, and is nicer to have an uncounterable Thoracle to cinch the game)\nDemolition Field (land hate)\n\nOr even Otawara/Eiganjo in fringe cases. However, EMap’s primary utility is fetching Riptide Laboratory - which not only protects your key combo pieces from removal, but allows you to recur their effects without using blink cards. 2 mana is also a convenient amount of mana to hold up, allowing you to threaten/signal removal and upon not having to use it, bounce a Wizard prior to your turn for further value accrual.\nMystic Sanctuary is another notable EMap target, as it can not only recur instants but go infinite late game with Ghostly Flicker.\n\nSection ii: Wheels\n\nMana Rocks -\n\nArcane Signet\nAzorius Signet\nSol Ring\nTalisman of Progress\nThought Vessel\n\nArchaeomancer’s Map -\n\nAM helps thin your deck and disincentivizes green shenanigans. Among Azorius ramp rocks, it does its job fairly well.\n\nDeep Gnome Terramancer -\n\nDGT functions similarly to AM, but not only has flash (allowing you to punish a hasty ramper at instant speed) but is tutorable off of Step Through. \n\nPeregrine Drake -\n\nPeregrine Drake is one of the best blink targets, allowing you to further hold interaction up on your opponent's turns. More importantly, Peregrine Drake goes infinite with Archaeomancer and any two-creature blinker (Ghostly Flicker//Displace), allowing you to draw an infinite number of cards with Archmage Emeritus or go card-positive with enter doublers like Elesh Norn or Naban.\n\nSection iii: Handlebars\n\nHandlebars are enablers - cards that blink your key value pieces. The best of these is probably Ephemerate, but also included are -\n\nAbdel Adrian\nConjurer’s Closet\nDisplace\nEssence Flux\nGetaway Galmer\nGhostly Flicker\nIllusionist’s Stratagem\nMomentary Blink\nParting Gust\nSoulherder\nThassa, Deep-Dwelling\n\nGetaway Glamer/Parting Gust notably also double as removal in a pinch.\nAmong handlebars are also other tutors not previously mentioned, including -\n\nMerchant Scroll/Mystical Tutor (any instant/sorcery, but usually Step Through)\nMuddle the Mixture (Spellseeker)\nRecruiter of the Guard (to secure Archaeo/Spellseeker)\n\nSection iv: Brakes\n\nBrakes prevent your opponents from touching you, or from winning the game themselves. Most of these aim to be tutorable off of Spellseeker (even the board wipes!!)\nThese removal options include your MDFCs, a suite of counterspells (An Offer, Arcane Denial, Counterspell & Dovin’s Veto), the aforementioned Getaway Glamer & Parting Gust & on-field removal, like the ever-versatile Reprieve & Path to Exile. Although Snap could be considered removal, it more often functions closer to a combo piece.\nOf particular note are Three Steps Ahead/Final Showdown, both Spree cards from OoTJ. Their low-initial cost allows them to be tutored off of Spellseeker, while still providing powerful effects in the late game.\nWinds of Abandon is nasty in this deck, especially with the tutorable Aven Mindcensor. With Mindcensor out, Winds functions as a one-sided exiling boardwipe that can be recurred with Archaeomancer and provides little to no land advantage for your opponents.\nAlthough permanent recursion in Azorius is few and far between, Jailbreak not only is tutorable off of Spellseeker but can recur it. Although Sword of Light and Shadow isn’t tutorable, it can recur a needed creature in a pinch. Mystic Sanctuary is notable, it can recur instants and even be flickered by Ghostly Flicker, allowing for infinite combos with it, GFlicker, Archaeomancer and an extra turn spell.\nIdeally, recursion shouldn’t be used at all, as your best method is protecting Spellseeker/Archaeomancer before they are hit. Restoration Magic is similar to Final Showdown in that it has a low initial cost but can gain more versatility late game, while still securing early-game combos. For my money, Restoration Magic is one of the most underrated cards coming out of Magic’s recent sets. Mother of Runes and Sejiri Shelter can also protect combo lines in a pinch.\n\nSection v: Exhaust\n\nLet’s talk about win cons.\nApproach of the Second Sun can be tutored off of Mystical Tutor. After playing Approach, you either want to Windfall (drawing it instantly) or tutor it with Mystical Tutor, which you can easily recur off of Archaeo. This line is easily disruptable and more volatile than creature-based lines, so it is recommended you hold up interaction.\nArchaeomancer goes infinite with - Peregrine Drake and any two-blink spells, like Ghostly Flicker or Displace.\nSnap & High Tide.\nAbdel Adrian & any blink spell.\nAnd most importantly, Time Warp/Temporal Manipulation and any repeated blinker, ie. Conjurer’s Closet, Ephemerate or Thassa.\n\nMost non-extra turn combos go infinite but don’t accrue value inherently, needing Archmage Emeritus (to draw until deck out and play out Thoracle) or a trigger doubler (Panharmonicon, Naban or Elesh Norn).\nIf you have a Time Warp combo, do it until you draw Thoracle. Make sure to play Thoracle with Cavern of Souls or hold up interaction, as to make your win uncounterable.\n\nExcitebike plays no draw that doesn’t go infinite - any piece you need you can just tutor from the deck or recur from the yard.\nThat is, of course, exempting your commander Ephara. Ephara is wholly unnecessary (no disrespect), but can serve as an easy draw engine if you are doing poorly. Otherwise, she is just there for colors. Usually, if there is anything you could do besides cast Ephara, you should probably be doing that.\nThis deck cannot win by combat damage (don’t try). If you know your combos (and most importantly keep your key pieces protected) you should be able to deal with other threats at the table. Excitebike, ironically, does not aim to play fast, but rather curb all other threats before winning yourself. Other cards I think could be optionally added would be -\n\nPlayer Protection Pieces (Propaganda/Ghostly Prison)\nGilded Lotus/Coveted Jewel (if more interested in infinite mana, can combo with Pull From Tomorrow)\nLaboratory Maniac (as insurance)\n\n"}]}





























































































