377 views3 months ago
Commander
Size: 100Salt sum: 48.25
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sumarkkat

377 views3 months ago
Commander
Size: 100Salt sum: 48.25

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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"}]}
Raff, Weatherlight Stalwart
Whenever you cast an instant or sorcery spell, you may tap two untapped creatures you control. If you do, draw a card.
: Creatures you control get +1/+1 and gain vigilance until end of turn.
Legendary Creature - Human Wizard
Raff, Weatherlight Stalwart (dmu) 212

Commander

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Naban, Dean of Iteration
If a Wizard you control entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Human Wizard
Naban, Dean of Iteration (dom) 58

Copy

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Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (soc) 188
Dour Port-Mage
Whenever one or more other creatures you control leave the battlefield without dying, draw a card.
,
: Return another target creature you control to its owner's hand.
Creature - Wizard Frog
Dour Port-Mage (blb) 47
Thassa's Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each
in the mana costs of permanents you control counts toward your devotion to blue.)
Creature - Wizard Merfolk
Thassa's Oracle (thb) 73
Windfall
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Windfall (otc) 123

Draw

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Approach of the Second Sun
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
Sorcery
Approach of the Second Sun (plst) AKH-4
Temporal Manipulation
Take an extra turn after this one.
Sorcery
Temporal Manipulation (plst) UMA-77
Time Warp
Target player takes an extra turn after this one.
Sorcery
Time Warp (m10) 75

Finisher

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Academy Ruins
: Add
.
,
: Put target artifact card from your graveyard on top of your library.
Legendary Land
Academy Ruins (drc) 58
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (eoc) 147
Ancient Den
: Add
.
Artifact Land
Ancient Den (eoc) 148
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 345
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
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.
Land
Demolition Field (otc) 283
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (inr) 276
Eiganjo, Seat of the Empire
: Add
.
Channel —
, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Eiganjo, Seat of the Empire (neo) 268
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) 220
Floodfarm Verge
: Add
.
: Add
. Activate only if you control a Plains or an Island.
Land
Floodfarm Verge (dsk) 259
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (msc) 248
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 (rtr) 241
Hengegate Pathway
: Add
.
Land
Hengegate Pathway // Mistgate Pathway (khm) 260Hengegate Pathway // Mistgate Pathway (khm) 260
Irrigated Farmland
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island
Irrigated Farmland (akh) 245
Island
(
: Add
.)
Basic Land - Island
Island (msh) 289
Mystic Gate
: Add
.
,
: Add
,
, or
.
Land
Mystic Gate (m3c) 359
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (soc) 388
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) 271
Plains
(
: Add
.)
Basic Land - Plains
Plains (msh) 287
Port Town
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Port Town (msc) 256
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (msc) 257
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (soc) 398
Riptide Laboratory
: Add
.
,
: Return target Wizard you control to its owner's hand.
Land
Riptide Laboratory (mh2) 303
Seat of the Synod
: Add
.
Artifact Land
Seat of the Synod (eoc) 176
Skycloud Expanse
,
: Add
.
Land
Skycloud Expanse (eoc) 181

Land

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Codex Shredder
: Target player mills a card. (They put the top card of their library into their graveyard.)
,
, Sacrifice this artifact: Return target card from your graveyard to your hand.
Artifact
Codex Shredder (cmr) 304

Mill

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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
Mother of Runes
: Target creature you control gains protection from the color of your choice until end of turn.
Creature - Human Cleric
Mother of Runes (clb) 702
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.
Instant
Restoration Magic (fin) 30
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

Protection

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 191
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.
Artifact
Archaeomancer's Map (soc) 136
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (tdc) 312
Deep Gnome Terramancer
Flash
Mold Earth — Whenever one or more lands enter under an opponent's control without being played, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle. Do this only once each turn.
Creature - Wizard Gnome
Deep Gnome Terramancer (clb) 658
Expedition Map
,
, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
Artifact
Expedition Map (m3c) 292
Gilded Lotus
: Add three mana of any one color.
Artifact
Gilded Lotus (blc) 271
Peregrine Drake
Flying
When this creature enters, untap up to five lands.
Creature - Drake
Peregrine Drake (dmr) 65
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (tdc) 333
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (msc) 222

Ramp

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Archaeomancer
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Human Wizard
Archaeomancer (j25) 285
Jailbreak
Return target permanent card in an opponent's graveyard to the battlefield under their control. When that permanent enters, return up to one target permanent card with equal or lesser mana value from your graveyard to the battlefield.
Sorcery
Jailbreak (ncc) 17
Shipwreck Dowser
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Wizard Merfolk
Shipwreck Dowser (j25) 354
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.)
Creature - Human Wizard
Snapcaster Mage (mm3) 50

Recursion

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An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fdn) 160
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (dsc) 110
Counterspell
Counter target spell.
Instant
Counterspell (plst) A25-50
Dovin's Veto
This spell can't be countered.
Counter target noncreature spell.
Instant
Dovin's Veto (war) 193
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
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
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.
Artifact
Ghost Vacuum (dsk) 326
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.
Instant
Parting Gust (blb) 24
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (ddi) 23
Reprieve
Return target spell to its owner's hand.
Draw a card.
Instant
Reprieve (soa) 9
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
Three Steps Ahead
Spree (Choose one or more additional costs.)
+
— Counter target spell.
+
— Create a token that's a copy of target artifact or creature you control.
+
— Draw two cards, then discard a card.
Instant
Three Steps Ahead (otj) 75
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.")
Sorcery
Winds of Abandon (plst) MH1-37
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

Removal

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Aven Mindcensor
Flash
Flying
If an opponent would search a library, that player searches the top four cards of that library instead.
Creature - Wizard Bird
Aven Mindcensor (clb) 688
Drannith Magistrate
Your opponents can't cast spells from anywhere other than their hands.
Creature - Human Wizard
Drannith Magistrate (iko) 11

Stax

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Drift of Phantasms
Defender (This creature can't attack.)
Flying
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Creature - Spirit
Drift of Phantasms (plst) RAV-46
Merchant Scroll
Search your library for a blue instant card, reveal that card, put it into your hand, then shuffle.
Sorcery
Merchant Scroll (mb2) 167
Muddle the Mixture
Counter target instant or sorcery spell.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Muddle the Mixture (rvr) 50
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (dmr) 60
Recruiter of the Guard
When this creature enters, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Soldier
Recruiter of the Guard (mh3) 266
Solve the Equation
Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
Sorcery
Solve the Equation (stx) 54
Spellseeker
When this creature enters, you may search your library for an instant or sorcery card with mana value 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Wizard
Spellseeker (cmm) 120
Step Through
Return two target creatures to their owners' hands.
Wizardcycling
(
, Discard this card: Search your library for a Wizard card, reveal it, put it into your hand, then shuffle.)
Sorcery
Step Through (mh2) 66
Transit Mage
When this creature enters, you may search your library for an artifact card with mana value 4 or 5, reveal it, put it into your hand, then shuffle.
Creature - Human Wizard
Transit Mage (dft) 70
Trinket Mage
When this creature enters, you may search your library for an artifact card with mana value 1 or less, reveal that card, put it into your hand, then shuffle.
Creature - Human Wizard
Trinket Mage (plst) DDU-41
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.)
Creature - Wizard Vedalken
Vedalken Aethermage (fut) 61

Tutor

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Coveted Jewel
When this artifact enters, draw three cards.
: Add three mana of any one color.
Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it.
Artifact
Coveted Jewel (moc) 353
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.
Legendary Creature - Praetor Phyrexian
Elesh Norn, Mother of Machines (one) 10
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.
Legendary Creature Enchantment - God
Ephara, God of the Polis (bng) 145
Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (soc) 146
High Tide
Until end of turn, whenever a player taps an Island for mana, that player adds an additional
.
Instant
High Tide (dmr) 419
Illusionist's Stratagem
Exile up to two target creatures you control, then return those cards to the battlefield under their owner's control.
Draw a card.
Instant
Illusionist's Stratagem (aer) 36
Jace's Archivist
,
: Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Creature - Wizard Vedalken
Jace's Archivist (plst) M12-59
Laboratory Maniac
If you would draw a card while your library has no cards in it, you win the game instead.
Creature - Human Wizard
Laboratory Maniac (inr) 71
Malevolent Hermit
, Sacrifice this creature: Counter target noncreature spell unless its controller pays
.
Disturb
(You may cast this card from your graveyard transformed for its disturb cost.)
Creature - Human Wizard
Malevolent Hermit // Benevolent Geist (mid) 61Malevolent Hermit // Benevolent Geist (mid) 61
Micromancer
When this creature enters, you may search your library for an instant or sorcery card with mana value 1, reveal it, put it into your hand, then shuffle.
Creature - Human Wizard
Micromancer (fdn) 158
Momentary Blink
Exile target creature you control, then return it to the battlefield under its owner's control.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Momentary Blink (2x2) 20
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (otc) 108
Snap
Return target creature to its owner's hand. Untap up to two lands.
Instant
Snap (woc) 110
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
Artifact - Equipment
Sword of Light and Shadow (2xm) 298

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Deck Info

Deck stats

24 pips - 23 cards
32 mana - 28 cards
44 pips - 34 cards
32 mana - 28 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
11 mana - 10 cards
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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"}]}
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