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Competitive Brawl
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Solitary_Origamist

1.8k views29 days ago
Competitive Brawl
Size: 100Salt sum: 57.95

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{"ops":[{"attributes":{"color":"#66b966"},"insert":"Introduction"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWelcome to my Arena "},{"insert":{"card-link":"Baral, Chief of Compliance"}},{"insert":" list that I have one-tricked since I started playing Arena sometime last year! I use this list for Competitive Brawl & peaked at D2.\n\nThis is a Tempo deck that is trying to play faster than the opponent"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Keep chipping away at your opponent's life total as you accrue a time/mana advantage before they realize it's too late!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Utilize high-value, low-cost threats that grow with drawing cards and casting spells"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ramp hard with several pip-reducers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use well-timed, efficient removal to deprive opponents of time & resources"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"What is a Tempo Deck?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nTempo decks in MTG seek to apply these principles in games:\n\nSeeks to control the board long enough for low-mana threats to bring your opponent's life total to zero"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Playing for resources; employing efficient threats and answers in equal measure"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Accrue a "},{"attributes":{"color":"#66b966"},"insert":"resource advantage "},{"insert":"(mana, time, and sometimes life) over time through a mix of reactivity and proactivity, which can vary based on matchups"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nTempo, as an archetype, is best explained when compared to other deck archetypes:\n\nAggro seeks to win the game by flooding the board with as many cheap threats as possible in order to go under an opponent and get their life to zero as quickly as possible - such that the opponent simply does not have time to respond. Aggro decks are on the clock starting on turn one, since they scale horribly throughout the course of a game and they are extremely vulnerable to boardwipes."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Control decks focus on stalling opponents & controlling the board through the early to mid game until they can assemble an unbeatable win condition. They primarily play for "},{"attributes":{"color":"#66b966"},"insert":"card advantage"},{"insert":" with an emphasis on value, winning through attrition and being extremely reactive."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Midrange decks play a steady stream of value-oriented threats throughout the course of a game in order to hinder and out-value faster strategies while grinding down slower ones. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tempo looks to play efficient, cheap threats that grow over time to gradually chip away at an opponent's life total while disrupting an opponent's turns to slow them down long enough to win the game. Tempo decks prioritize accruing a "},{"attributes":{"color":"#66b966"},"insert":"resource advantage"},{"insert":" throughout the course of a match in order to overwhelm an opponent by the mid to late game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"A Closer Look at Win Conditions"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis deck wins through a steady grind of combat damage from evasive creatures:\n\n"},{"insert":{"card-link":"Pteramander"}},{"insert":" takes some time to get online and is usually safe to Adapt by the midgame, but it's flexible for a 1 drop and offers some early damage (Adapt can be done at instant speed!)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Surge Engine"}},{"insert":" getting this to a 5/4 unblockable creature is surprisingly effective & can draw you cards in a pinch if/when the game goes long enough"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ominous Seas"}},{"insert":" usually goes under the radar until you jumpscare them with an 8/8 during the combat step"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Duelist of the Mind"}},{"insert":" almost never gets targeted with removal until you manage to chunk them with a brainstorm/brainsurge as a combat trick, then your opponent will do whatever they can to remove this creature"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Haughty Djinn"}},{"insert":" doubles as a cost-reducer & an evasive beater that scales over the course of a game - the posterchild of this deck if there ever was one"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Tempest Djinn"}},{"insert":" is a strong, evasive beater that grows the longer a game goes on"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"Art of the Mulligan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nYour opening hand ideally consists of many low mana spells. A good mix of card advantage & early threats is what you're looking for in most cases. Sometimes, you may need to prioritize having cheap removal or a boardwipe against more aggressive matchups. The best spells you can start with in your hand:\n\n"},{"attributes":{"color":"#e60000"},"insert":"Highest Priority"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":" (turn 2 sapphire medallion is this deck's strongest play)"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ponder"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#0066cc"},"insert":"Hand Fixing"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Preordain"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Opt"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Consider"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Chart a Course"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Frantic Search"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#ffc266"},"insert":"Removal (most of these spells cost only 1 mana when the Chief is in play!)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Memory Lapse"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Remand"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Negate"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Tale's End"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Into the Flood Maw"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Brazen Borrower // Petty Theft"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Volatile Stormdrake"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Floodpits Drowner"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#ffff00"},"insert":"Ramp"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Currency Converter"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Emrakul's Messenger"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Monument to Endurance"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#c285ff"},"insert":"Early Threats"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Pteramander"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ominous Seas"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Silent Hallcreeper"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Surge Engine"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Duelist of the Mind"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Proft's Eidetic Memory"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Tempest Djinn"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Haughty Djinn"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"When to Baral"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nNever autopilot cast "},{"insert":{"card-link":"Baral, Chief of Compliance"}},{"insert":" on curve. Timing the Chief is key to maximizing his usefulness. Never, ever put him in the Command zone if he gets removed. You should never cast Baral for more than 2 mana, since his abilities are much less effective for 4 mana. At that point, he is more useful in the graveyard to help satisfy the condition for "},{"insert":{"card-link":"Cephalid Coliseum"}},{"insert":". It's also pretty funny to just leave him in your library/graveyard/exile. Here's a flowchart for when to cast Baral on each of your turns:\n\nTurn 2"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You’d like to setup for cheaper spells on turn 3"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You want to bait removal to protect more important creatures such as "},{"insert":{"card-link":"Duelist of the Mind"}},{"insert":" , "},{"insert":{"card-link":"Ledger Shredder"}},{"insert":" , or "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You don't have "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":" in hand"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You don't think it's worth holding mana up for removal"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You have no better play"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Turn 3"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You have a 2 mana counterspell containing a single gray pip such as "},{"insert":{"card-link":"Memory Lapse"}},{"insert":", "},{"insert":{"card-link":"Remand"}},{"insert":", or "},{"insert":{"card-link":"Tale's End"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You cast "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":" on turn 2 and it's still in play"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Casting "},{"insert":{"card-link":"Overlord of the Floodpits"}},{"insert":" for impending, "},{"insert":{"card-link":"Haughty Djinn"}},{"insert":", or "},{"insert":{"card-link":"Tempest Djinn"}},{"insert":" are unfavorable or unfeasible"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You didn't just draw "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":" this turn"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You don't need to hold for a >1 mana counterspell such as "},{"insert":{"card-link":"Disallow"}},{"insert":" or "},{"insert":{"card-link":"Mana Drain"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You have no better play"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Turn 4"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You have "},{"insert":{"card-link":"Frantic Search"}},{"insert":" in hand"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Holding for "},{"insert":{"card-link":"Subtlety"}},{"insert":" (without evoke) is not ideal"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You have a 3-mana counterspell affected by Baral's pip reduction such as "},{"insert":{"card-link":"Disallow"}},{"insert":" or "},{"insert":{"card-link":"Mana Sculpt"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You've just played "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You're desperate and your best play is to cast Baral followed by a 2 mana "},{"insert":{"card-link":"Solve the Equation"}},{"insert":", "},{"insert":{"card-link":"Compulsive Research"}},{"insert":", or "},{"insert":{"card-link":"Thirst for Discovery"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You have no better play"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Turn 5"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is the latest I've ever cast Baral and it's a rare, but entirely possible scenario"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"How to Use Brainstorm"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nInstant-speed burst draw can win games in this deck. Never autopilot cast Brainstorm on turn one! These spells should be held in hand until the exact right moment, if you can help it:\n\n"},{"insert":{"card-link":"Brainstorm"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Brainsurge"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Flow of Knowledge"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nFavorable scenarios for when you will want to cast these spells:\n\nSwinging with "},{"insert":{"card-link":"Duelist of the Mind"}},{"insert":" to pump its power for lethal or an advantageous trade"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Swinging with "},{"insert":{"card-link":"Haughty Djinn"}},{"insert":" or "},{"insert":{"card-link":"Curious Homunculus // Voracious Reader"}},{"insert":" to increase spells cast or in graveyard in order to increase their power for lethal or a strong trade"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ominous Seas"}},{"insert":" is on the board and you can get up to 8 counters in order to get one (or more) "},{"insert":{"card-link":"Octopus"}},{"insert":" tokens in play at instant speed either as a surprise blocker or at an opponent's end step so you can immediately swing out on your next turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flipping "},{"insert":{"card-link":"Thing in the Ice // Awoken Horror"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"Stifle & Friends"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nShutting down the most powerful triggered & activated abilities in the game from planeswalker ultimates (sending them to the graveyard if they use all the counters on them) to the likes of "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" and "},{"insert":{"card-link":"Path to the World Tree"}},{"insert":", "},{"insert":{"card-link":"Stifle"}},{"insert":" , "},{"insert":{"card-link":"Defabricate"}},{"insert":", "},{"insert":{"card-link":"Tale's End"}},{"insert":", & "},{"insert":{"card-link":"Disallow"}},{"insert":" have extremely high skill ceilings and allow for game-ending shutdowns.\nUsing these cards to counter a fetch-land is wasteful, even if you have nothing else to do on your turn 1. Using them to counter "},{"attributes":{"color":"#e60000"},"insert":"single-target"},{"insert":" ETB-based removal from sources like "},{"insert":{"card-link":"Banishing Light"}},{"insert":" is sometimes applicable, especially for an important win-condition such as "},{"insert":{"card-link":"Tempest Djinn"}},{"insert":".\n\nExamples of matchup-specific cases where using Stifle can be very effective:\n\n"},{"insert":{"card-link":"Urza, Lord High Artificer"}},{"insert":" ETB"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" ETB"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Esika, God of the Tree // The Prismatic Bridge"}},{"insert":" triggered ability on upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Tiamat"}},{"insert":" ETB"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Hei Bai, Forest Guardian"}},{"insert":" ETB"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Kaldra Compleat"}},{"insert":" Living Weapon ETB"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Atraxa, Grand Unifier"}},{"insert":" ETB"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Emrakul, the Promised End"}},{"insert":" Cast Trigger"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Emrakul, the World Anew"}},{"insert":" Cast Trigger"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" or "},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" “win the game” triggered ability (causing your opponent to lose from being milled out, instead)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Meathook Massacre II"}},{"insert":" or "},{"insert":{"card-link":"Massacre Wurm"}},{"insert":" ETB"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nBeing able to counter the triggered abilities of our own permanents can be highly useful in the correct, niche circumstances. Phasing from sources such as "},{"insert":{"card-link":"Slip Out the Back"}},{"insert":" can also be used to circumvent these effects:\n"},{"insert":{"card-link":"Subtlety"}},{"insert":" evoke forced sacrifice, which is a separate ability as the ETB itself"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Phantasmal Image"}},{"insert":" forced sacrifice upon being targeted by a spell/ability"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"Matchup Checks and Balances"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#0047b2","underline":true},"insert":"The Reflector Mage Effect"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis section pertains mostly to the following commanders, which on continued board presence to accrue an advantage or threaten lethal:\n"},{"insert":{"card-link":"Urza, Lord High Artificer"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Light-Paws, Emperor's Voice"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Rofellos, Llanowar Emissary"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Katara, Waterbending Master"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Voja, Jaws of the Conclave"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Prosper, Tome-Bound"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Vivi Ornitier"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Tifa Lockhart"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Raph & Mikey, Troublemakers"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Golos, Tireless Pilgrim"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThese decks, in my experience, are incredibly fragile and do not function when their commander isn't in play. Instant-speed bounce & other cheap removal every time they attempt to get their commander in play will set these decks extremely far behind while you are able to reliably build an advantage. "},{"insert":{"card-link":"Stifle"}},{"insert":" and friends are incredibly effective for activated or triggered abilities, which many of these commanders rely heavily on. The same can be said for any strong spell an opponent is threatening. Putting a spell back into an opponent's hand leads to them fixating on casting that spell as soon as they can, hence why "},{"insert":{"card-link":"Reflector Mage"}},{"insert":" has a strong tendency to disrupt an opponent's mental. Abuse Psychology to make your opponent re-cast the same spell over and over until you're able to win from underneath them!\n\n"},{"attributes":{"color":"#66a3e0","underline":true},"insert":"Katara, Waterbending Master"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThese decks rely on getting counterspells and other instants (usually removal or card draw) to build up experience counters for their commander so they can draw many, many cards each turn without paying mana in order to make up for the shortcomings of Counterspells, The Gathering™. The caveat of removal-only decks is that they can only match one-for-one outside of boardwipes - meaning that they normally need to invest major resources in hindering an opponent AND keeping their hand size healthy so they can keep casting spells, otherwise they just can't keep up. However, "},{"insert":{"card-link":"Katara, Waterbending Master"}},{"insert":" breaks parity by drawing cards for free and therefore breaking the mana investment that otherwise keeps these types of decks in check. Typically opting for a win by pinging with Katara for 1 damage per turn as many turns as it takes, this matchup can be an incredibly miserable slog. The main drawback to this strategy is when an opponent has a blocker in play that can remove Katara if she swings out during the early game.\n\n"},{"attributes":{"color":"#e60000"},"insert":"Mulligan aggressively"},{"insert":" for low-mana creatures that can put your opponent on a clock ASAP. "},{"insert":{"card-link":"Surge Engine"}},{"insert":" & "},{"insert":{"card-link":"Silent Hallcreeper"}},{"insert":" are your friends in this matchup because they can threaten to remove "},{"insert":{"card-link":"Katara, Waterbending Master"}},{"insert":" if she swings out. "},{"insert":{"card-link":"Pteramander"}},{"insert":" or "},{"insert":{"card-link":"Ledger Shredder"}},{"insert":" can do the job as well, but they require some setup before they can threaten Katara. "},{"insert":{"card-link":"Tempest Djinn"}},{"insert":" and "},{"insert":{"card-link":"Haughty Djinn"}},{"insert":" will do work if you're able to get them in play - attempting to get these in play is safest when your opponent is tapped out. Low cost bounce is also extremely effective, since the Katara deck will usually cease to function without her in play or otherwise be forced to respond during their own turn and deny themselves Experience Counters. Juggle their commander until they fold or you chunk them for lethal! Always keep instant speed card draw for your opponent's turn or when they are tapped out. Forcing your opponent to play on the back foot and setting the tempo of the game is your key to victory. Pressure them into playing during their own turn!\n\n"},{"attributes":{"color":"#66b966"},"insert":"Why Baral?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Baral, Chief of Compliance"}},{"insert":" is a deceptively strong early-game commander that offers consistent access to pip reduction & looting. I think he's strongest as the helm of a Tempo deck, but he can also provide some early game consistency to a late game oriented control deck as well - where the early game is when they are most weak. While his pip reduction doesn't scale very well the longer a game goes on, he's still an incredible looter that will net you cards during the course of a game when he manages to stick. The early access to pip reduction is incredibly strong early, and is priceless in a tempo deck that is playing for a resource advantage as quickly as possible. \n\nHonestly, I love "},{"insert":{"card-link":"Baral, Chief of Compliance"}},{"insert":". It's been a delight one-tricking the Chief in Arena & learning just how great he is for a Tempo strategy. I take a sick pleasure from watching my opponents mulligan HARD for their precious \"can't be countered\" slop or watching them use "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" for "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" or "},{"insert":{"card-link":"Mistrise Village"}},{"insert":". The amount of people I have played against who have lost to my list after casting "},{"insert":{"card-link":"Delighted Halfling"}},{"insert":"/"},{"insert":{"card-link":"Hexing Squelcher"}},{"insert":"/"},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" in the early game and then saying \"Good Game\" is insanely high. My Chief getting removed immediately after being cast, just to win the game with "},{"insert":{"card-link":"Duelist of the Mind"}},{"insert":" or "},{"insert":{"card-link":"Thing in the Ice // Awoken Horror"}},{"insert":" while never putting him back in the Command Zone always makes me giggle maniacally. Those two creatures are the most slept on cards I've ever seen. Using the Chief for removal bait turn 2 and then casting "},{"insert":{"card-link":"Tempest Djinn"}},{"insert":" on turn 3 when my opponent already used their removal on Baral is one of my favorite plays, assuming they don't have more removal lined up.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Playing Off-Meta"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nOpting to play a strategy/commander that's not meta comes with some notable disadvantages - Your list won't be as strong as most meta decks and adapting to the highly competitive ecosystem is a significant challenge. Player skill, adaptability, dedication, and hand/card assessment are paramount to making such an approach work. One-tricking such a list is the best approach, in my recommendation, so you can learn all the ins and outs of playing said strategy, even if it's suboptimal. Benefits to this style of play include:\nObtaining greater understanding of matchup knowledge & interactions."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Catching opponents off guard."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Learning a unique perspective on the game that you can transfer between decks & strategies - playing an offmeta list can actually help you improve your gameplay when it's time to bring out your meta deck!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Becoming a more adaptable MTG player."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Learning niche interactions that you would have otherwise missed out on."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Getting better at spotting mistakes in your opponents' play."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Learning a strategies strengths & weaknesses to a fuller extent."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"color":"#66b966"},"insert":"Cards That Didn't Make the Cut"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nIn this game, there are endless options for spells. Choosing the right removal & cantrips for any list can make or break a strategy. Understanding the context for each card is paramount to building a consistent deck. I've tested many, many cards over the years in this list and here are some of the more noteworthy exclusions:\n\n"},{"insert":{"card-link":"Pongify"}},{"insert":"/"},{"insert":{"card-link":"Rapid Hybridization"}},{"insert":"/"},{"insert":{"card-link":"Swan Song"}},{"insert":" are great spells in the right context with the former two being rare color-pie breaks that let mono blue decks outright destroy creatures. However, these cards giving the opponent a 3/3 or 2/2 flying beater is actually quite dangerous in my experience. In more games than not, I found myself targeting my own creatures to buff up their stats to chew through an opponent's life total quicker. However, that's a massive tempo loss and that's even more so when giving away a flying creature that can block our evasive beaters. I've also had way too many close calls because of that 2/2 flying token. Giving opponents effective blockers is also rarely ideal for this strategy, given that we are trying to swing out consistently for damage and we are on a clock until late game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Search for Azcanta // Azcanta, the Sunken Ruin"}},{"insert":" is incredibly strong for decks that thrive from consistent filtering & playing for topdeck battles - mainly control decks. However, this card provides very little upfront value and is too slow, as a result."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Teferi's Ageless Insight"}},{"insert":" is ridiculously strong and turns every loot into raw card advantage. Unfortunately, at four mana and no ways to cost reduce outside "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":", it's too slow to cast in the ranked meta. I found myself pitching this card more and more as I climbed the ranks, especially because it's only really useful around turn 6+ when you can keep mana to draw cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Whirlwind Denial"}},{"insert":" is one of my favorite cards because it can be an absolute powerhouse against certain strategies, particularly Landfall and Storm. Due to format speed, I found myself using it more often as a counterspell or having an opponent just pay the four. "},{"insert":{"card-link":"Stifle"}},{"insert":", "},{"insert":{"card-link":"Defabricate"}},{"insert":", and "},{"insert":{"card-link":"Disallow"}},{"insert":" are my points of comparison and they pull more weight in most matches - they hard counter & offer extra utility on top of countering an ability."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Curiosity"}},{"insert":" and friends are normally seen as Tempo staples, at least in 60 card formats with reliable access to strong early creatures like "},{"insert":{"card-link":"Delver of Secrets // Insectile Aberration"}},{"insert":" (which also didn't make the cut because of the unreliable nature of 100-card singleton). Paying one mana for this effect on turn 2/3 hurts this deck's tempo, since there's a reliance on leaving mana up between turns for removal/protection & sequencing "},{"insert":{"card-link":"Baral, Chief of Compliance"}},{"insert":" in order to get cost reduction for vital 2 mana cards on turn 3 in most games."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Archmage of Runes"}},{"insert":" & "},{"insert":{"card-link":"Defiler of Dreams"}},{"insert":" have pip reduction & card advantage built in... at 5 mana. These creatures are incredible when games go long enough, but they are too slow for a deck that doesn't ramp much and also doesn't play for late game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Chrome Mox"}},{"insert":" is wonderful if it comes out turn 1, but it's also a dead draw if you topdeck it in the mid game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Rhystic Study"}},{"insert":" is actually way too slow for this list & scales terribly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Narset, Parter of Veils"}},{"insert":" is also too slow for this list. Besides, we're not playing for card advantage like a control deck is."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Teferi, Temporal Pilgrim"}},{"insert":" the ultimate can close out a game, but by the time I get there I'm usually swinging out for lethal anyway"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Wizard Class"}},{"insert":" unfortunately, this card takes too much investment to get the +1/+1 counters going"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"As Foretold"}},{"insert":" didn't pull its weight in games when I played it"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Counterspell"}},{"insert":" is seen as the gold standard for countermagic. While it's great for control lists that seek to hard deny opponent's spells, it doesn't offer enough utility or added value for this list. The point of comparison would be "},{"insert":{"card-link":"Remand"}},{"insert":" or "},{"insert":{"card-link":"Memory Lapse"}},{"insert":". Hard denial is not as important as time denial or being able to get a mana/card advantage while also removing a threat."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Archmage's Charm"}},{"insert":" cannot be cost-reduced. Only one mode can be chosen, and oftentimes it's pay 3 to hard counter a spell when I'd rather have "},{"insert":{"card-link":"Disallow"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Going for extra turns from "},{"insert":{"card-link":"Time Warp"}},{"insert":" & "},{"insert":{"card-link":"Temporal Manipulation"}},{"insert":" is just too slow for this deck and requires too much setup to be able to use effectively. Without being able to satisfy the conditions to be able to use these cards well, they may as well be dead draws."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Stock Up"}},{"insert":", "},{"insert":{"card-link":"Sleight of Hand"}},{"insert":", and other "},{"insert":{"card-link":"Impulse"}},{"insert":" effects can be great for card selectivity. However, this deck cares specifically about drawing cards for triggered abilities and these cards do not do that. This list is also a lot faster and just wants cards now as opposed to being more choosy for other lists that need that kind of selectivity."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Symmetry Sage"}},{"insert":" is a monster if you can reliably trigger its ability in a meaningful way, but it can be really hard to use since this deck wants to play instants during an opponent's turn to maximize the tempo swing. The Alchemy nerfs certainly did not help here."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mana Drain"}},{"insert":" & "},{"insert":{"card-link":"Mana Sculpt"}},{"insert":" are actually quite difficult to utilize - this list doesn't run enough gray pips to take full advantage of the added mana & they're difficult to cast with two blue pips relative to other counterspells that are one gray one blue (assuming you even have a wizard in play for "},{"insert":{"card-link":"Mana Sculpt"}},{"insert":")"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Force of Negation"}},{"insert":" I find is more often than not being cast during my turn and I always forget that it's only free when it's NOT my own turn. It's also difficult to cast with 2 blue pips."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Three Steps Ahead"}},{"insert":" 2 blue pips to counter makes this hard to use for removal. copying a creature is cute but only so useful by lategame."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Pithing Needle"}},{"insert":" and "},{"insert":{"card-link":"Disruptor Flute"}},{"insert":" are too niche and matchup dependent for this list. By the time an opponent is able to resolve a strip mine lock (~ turn 5+ in my experience) we should already be on our way to winning the game. The longer you can stall land recursion or counter it entirely, the more time you have to play with until you either have board presence to win or you lose."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Field of Ruin"}},{"insert":" & "},{"insert":{"card-link":"Demolition Field"}},{"insert":" are difficult to run due to the colorless mana output. They also hurt "},{"insert":{"card-link":"Flow of Knowledge"}},{"insert":" as well as "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":", causing the latter to enter tapped more than is preferred."},{"attributes":{"list":"ordered"},"insert":"\n"}]}
Baral, Chief of Compliance
Instant and sorcery spells you cast cost
less to cast.
Whenever a spell or ability you control counters a spell, you may draw a card. If you do, discard a card.
Legendary Creature - Human Wizard
Baral, Chief of Compliance (mul) 8

Commander

(Ctrl to add secondary)
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 (spg) 161
Mockingbird
Flying
You may have this creature enter as a copy of any creature on the battlefield with mana value less than or equal to the amount of mana spent to cast this creature, except it's a Bird in addition to its other types and it has flying.
Creature - Bird Bard
Mockingbird (blb) 61
Phantasmal Image
You may have this creature enter as a copy of any creature on the battlefield, except it's an Illusion in addition to its other types and it has "When this creature becomes the target of a spell or ability, sacrifice it."
Creature - Illusion
Phantasmal Image (spg) 67

Clones

(Ctrl to add secondary)
Vendilion Clique
Flash
Flying
When Vendilion Clique enters, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of their library, then draws a card.
Legendary Creature - Wizard Faerie
Vendilion Clique (ha7) 5

Discard

(Ctrl to add secondary)
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (sta) 13
Brainsurge
Draw four cards, then put two cards from your hand on top of your library in any order.
Instant
Brainsurge (mh3) 53
Chart a Course
Draw two cards. Then discard a card unless you attacked this turn.
Sorcery
Chart a Course (fdn) 586
Compulsive Research
Target player draws three cards. Then that player discards two cards unless they discard a land card.
Sorcery
Compulsive Research (sta) 14
Consider
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
Instant
Consider (pio) 51
Duelist of the Mind
Flying, vigilance
Duelist of the Mind's power is equal to the number of cards you've drawn this turn.
Whenever you commit a crime, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
Creature - Human Advisor
Duelist of the Mind (otj) 45
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) 51
Faerie Mastermind
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
Creature - Rogue Faerie
Faerie Mastermind (mom) 58
Flow of Knowledge
Draw a card for each Island you control, then discard two cards.
Instant
Flow of Knowledge (bro) 49
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (ulg) 32
Jace, the Mind Sculptor
+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library.
0: Draw three cards, then put two cards from your hand on top of your library in any order.
−1: Return target creature to its owner's hand.
−12: Exile all cards from target player's library, then that player shuffles their hand into their library.
Legendary Planeswalker - Jace
Jace, the Mind Sculptor (blc) 75
Ledger Shredder
Flying
Whenever a player casts their second spell each turn, this creature connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Creature - Bird Advisor
Ledger Shredder (snc) 46
Monument to Endurance
Whenever you discard a card, choose one that hasn't been chosen this turn —
• Draw a card.
• Create a Treasure token.
• Each opponent loses 3 life.
Artifact
Monument to Endurance (dft) 237
Muse Seeker
Opus — Whenever you cast an instant or sorcery spell, draw a card. Then discard a card unless five or more mana was spent to cast that spell.
Creature - Wizard Elf
Muse Seeker (sos) 60
Opt
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
Instant
Opt (sta) 19
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (omb) 13
Preordain
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Preordain (soa) 21
Proft's Eidetic Memory
When Proft's Eidetic Memory enters, draw a card.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Legendary Enchantment
Proft's Eidetic Memory (mkm) 67
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
Teferi's Ageless Insight
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Legendary Enchantment
Teferi's Ageless Insight (m21) 76
Thirst for Discovery
Draw three cards. Then discard two cards unless you discard a basic land card.
Instant
Thirst for Discovery (vow) 85

Draw

(Ctrl to add secondary)
Pteramander
Flying
: Adapt 4. This ability costs
less to activate for each instant and sorcery card in your graveyard. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)
Creature - Salamander Drake
Pteramander (rna) 47
Surge Engine
Defender
: This creature loses defender and gains "This creature can't be blocked."
: This creature becomes blue and has base power and toughness 5/4. Activate only if this creature doesn't have defender.
: Draw three cards. Activate only if this creature is blue and only once.
Creature Artifact - Construct
Surge Engine (bro) 81
Tempest Djinn
Flying
This creature gets +1/+0 for each basic Island you control.
Creature - Djinn
Tempest Djinn (fdn) 598

Evasion

(Ctrl to add secondary)
Castle Vantress
This land enters tapped unless you control an Island.
: Add
.
,
: Scry 2.
Land
Castle Vantress (eld) 242
Cephalid Coliseum
: Add
. This land deals 1 damage to you.
Threshold —
,
, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if there are seven or more cards in your graveyard.
Land
Cephalid Coliseum (mh3) 300
Geier Reach Sanitarium
: Add
.
,
: Each player draws a card, then discards a card.
Legendary Land
Geier Reach Sanitarium (sir) 270
Island
(
: Add
.)
Basic Land - Island
Island (thb) 251
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 (eld) 247
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (spg) 38

Land

(Ctrl to add secondary)
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (mrd) 199
March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs
less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant
March of Swirling Mist (neo) 61
Siren Stormtamer
Flying
, Sacrifice this creature: Counter target spell or ability that targets you or a creature you control.
Creature - Wizard Pirate Siren
Siren Stormtamer (xln) 79
Slip Out the Back
Put a +1/+1 counter on target creature. It phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
Instant
Slip Out the Back (snc) 62

Protection

(Ctrl to add secondary)
Currency Converter
Whenever you discard a card, you may exile that card from your graveyard.
,
: Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
Artifact
Currency Converter (aa2) 19
Emrakul's Messenger
Devoid (This card has no color.)
Flying
Whenever you draw your second card each turn, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add
."
Creature - Rogue Faerie Eldrazi
Emrakul's Messenger (mh3) 61
Haughty Djinn
Flying
Haughty Djinn's power is equal to the number of instant and sorcery cards in your graveyard.
Instant and sorcery spells you cast cost
less to cast.
Creature - Djinn
Haughty Djinn (dmu) 52
Sapphire Medallion
Blue spells you cast cost
less to cast.
Artifact
Sapphire Medallion (mh3) 296

Ramp

(Ctrl to add secondary)
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 (fdn) 160
Azure Beastbinder
Vigilance
This creature can't be blocked by creatures with power 2 or greater.
Whenever this creature attacks, up to one target artifact, creature, or planeswalker an opponent controls loses all abilities until your next turn. If it's a creature, it also has base power and toughness 2/2 until your next turn.
Creature - Rat Rogue
Azure Beastbinder (blb) 41
Baral's Expertise
Return up to three target artifacts and/or creatures to their owners' hands.
You may cast a spell with mana value 4 or less from your hand without paying its mana cost.
Sorcery
Baral's Expertise (klr) 43
Brazen Borrower
Flash
Flying
This creature can block only creatures with flying.
Creature - Rogue Faerie
Brazen Borrower // Petty Theft (spg) 30
Cryptic Command
Choose two —
• Counter target spell.
• Return target permanent to its owner's hand.
• Tap all creatures your opponents control.
• Draw a card.
Instant
Cryptic Command (ima) 48
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 (ea3) 1
Daze
You may return an Island you control to its owner's hand rather than pay this spell's mana cost.
Counter target spell unless its controller pays
.
Instant
Daze (soa) 15
Disallow
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
Instant
Disallow (klr) 46
Floodpits Drowner
Flash
Vigilance
When this creature enters, tap target creature an opponent controls and put a stun counter on it.
,
: Shuffle this creature and target creature with a stun counter on it into their owners' libraries.
Creature - Merfolk
Floodpits Drowner (dsk) 59
Force of Will
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.
Instant
Force of Will (soa) 19
Glen Elendra Guardian
Flash
Flying
This creature enters with a -1/-1 counter on it.
, Remove a counter from this creature: Counter target noncreature spell. Its controller draws a card.
Creature - Wizard Faerie
Glen Elendra Guardian (ecl) 51
Into the Flood Maw
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.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant
Into the Flood Maw (blb) 52
Memory Lapse
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
Instant
Memory Lapse (sta) 16
Negate
Counter target noncreature spell.
Instant
Negate (sta) 18
Remand
Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.
Draw a card.
Instant
Remand (j25) 349
River's Rebuke
Return all nonland permanents target player controls to their owner's hand.
Sorcery
River's Rebuke (fdn) 595
Subtlety
Flash
Flying
When this creature enters, choose up to one target creature spell or planeswalker spell. Its owner puts it on their choice of the top or bottom of their library.
Evoke—Exile a blue card from your hand.
Creature - Elemental Incarnation
Subtlety (spg) 45
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (ha3) 9
Tale's End
Counter target activated ability, triggered ability, or legendary spell.
Instant
Tale's End (m20) 77
Volatile Stormdrake
Flying, hexproof from activated and triggered abilities
When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get
, then sacrifice that creature unless you pay an amount of
equal to its mana value.
Creature - Drake
Volatile Stormdrake (mh3) 79

Removal

(Ctrl to add secondary)
Ominous Seas
Whenever you draw a card, put a foreshadow counter on this enchantment.
Remove eight foreshadow counters from this enchantment: Create an 8/8 blue Kraken creature token.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Ominous Seas (iko) 61

Tokens

(Ctrl to add secondary)
Fabricate
Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
Sorcery
Fabricate (spg) 20
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (mir) 80
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

Tutor

(Ctrl to add secondary)
Annul
Counter target artifact or enchantment spell.
Instant
Annul (eoe) 46
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (eld) 331
Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (stx) 37
Archmage of Runes
Instant and sorcery spells you cast cost
less to cast.
Whenever you cast an instant or sorcery spell, draw a card.
Creature - Wizard Giant
Archmage of Runes (fdn) 30
Archmage's Charm
Choose one —
• Counter target spell.
• Target player draws two cards.
• Gain control of target nonland permanent with mana value 1 or less.
Instant
Archmage's Charm (j21) 166
As Foretold
At the beginning of your upkeep, put a time counter on this enchantment.
Once each turn, you may pay
rather than pay the mana cost for a spell you cast with mana value X or less, where X is the number of time counters on this enchantment.
Enchantment
As Foretold (wot) 14
Bribery
Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.
Sorcery
Bribery (tle) 10
Case of the Ransacked Lab
Instant and sorcery spells you cast cost
less to cast.
To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you cast an instant or sorcery spell, draw a card.
Enchantment - Case
Case of the Ransacked Lab (mkm) 45
Chasm Skulker
Whenever you draw a card, put a +1/+1 counter on this creature.
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
Creature - Horror Squid
Chasm Skulker (pio) 49
Chrome Mox
Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand.
: Add one mana of any of the exiled card's colors.
Artifact
Chrome Mox (mrd) 152
Clever Impersonator
You may have this creature enter as a copy of any nonland permanent on the battlefield.
Creature - Shapeshifter
Clever Impersonator (ktk) 34
Coastal Piracy
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
Enchantment
Coastal Piracy (jmp) 144
Combat Research
Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card."
As long as enchanted creature is legendary, it gets +1/+1 and has ward
. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Enchantment - Aura
Combat Research (dmu) 44
Commandeer
You may exile two blue cards from your hand rather than pay this spell's mana cost.
Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact, enchantment, or planeswalker, the permanent enters under your control.)
Instant
Commandeer (otp) 9
Compulsion
, Discard a card: Draw a card.
, Sacrifice this enchantment: Draw a card.
Enchantment
Compulsion (wot) 15
Consign to Memory
Replicate
(When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Counter target triggered ability or colorless spell.
Instant
Consign to Memory (mh3) 54
Consuming Tide
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
Sorcery
Consuming Tide (vow) 53
Counterspell
Counter target spell.
Instant
Counterspell (sta) 15
Curiosity
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Enchantment - Aura
Curiosity (wot) 17
Curious Homunculus
: Add
. Spend this mana only to cast an instant or sorcery spell.
At the beginning of your upkeep, if there are three or more instant and/or sorcery cards in your graveyard, transform this creature.
Creature - Homunculus
Curious Homunculus // Voracious Reader (sir) 58Curious Homunculus // Voracious Reader (sir) 58
Curious Obsession
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."
At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice this Aura.
Enchantment - Aura
Curious Obsession (jmp) 148
Day's Undoing
Each player shuffles their hand and graveyard into their library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities from the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Sorcery
Day's Undoing (pio) 53
Defiler of Dreams
Flying
As an additional cost to cast blue permanent spells, you may pay 2 life. Those spells cost
less to cast if you paid life this way. This effect reduces only the amount of blue mana you pay.
Whenever you cast a blue permanent spell, draw a card.
Creature - Sphinx Phyrexian
Defiler of Dreams (dmu) 46
Delver of Secrets
At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If an instant or sorcery card is revealed this way, transform this creature.
Creature - Human Wizard
Delver of Secrets // Insectile Aberration (mid) 47Delver of Secrets // Insectile Aberration (mid) 47
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 (fdn) 687
Desertion
Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner's graveyard.
Instant
Desertion (spg) 31
Discontinuity
During your turn, this spell costs
less to cast.
End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Instant
Discontinuity (m21) 48
Disdainful Stroke
Counter target spell with mana value 4 or greater.
Instant
Disdainful Stroke (soa) 17
Emeritus of Ideation
Flying, ward

This creature enters prepared.
Whenever this creature attacks, you may exile eight cards from your graveyard. If you do, this creature becomes prepared.
Creature - Human Wizard
Emeritus of Ideation // Ancestral Recall (sos) 45
Ertai's Scorn
This spell costs
less to cast if an opponent cast two or more spells this turn.
Counter target spell.
Instant
Ertai's Scorn (dmu) 48
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (blb) 252
Faerie Seer
Flying
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature - Wizard Faerie
Faerie Seer (j21) 190
Field of Ruin
: Add
.
,
, Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
Land
Field of Ruin (mid) 262
Filter Out
Return all noncreature, nonland permanents to their owners' hands.
Instant
Filter Out (mat) 7
Flare of Denial
You may sacrifice a nontoken blue creature rather than pay this spell's mana cost.
Counter target spell.
Instant
Flare of Denial (mh3) 62
Flood of Recollection
Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection.
Sorcery
Flood of Recollection (rix) 38
Flow State
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. If there is an instant card and a sorcery card in your graveyard, instead put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery
Flow State (sos) 49
Force of Negation
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.
Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Instant
Force of Negation (mh1) 52
Geist of Saint Thalia
Flying
Noncreature spells you cast cost
less to cast.
Legendary Creature - Cleric Spirit
Geist of Saint Thalia (fra) 214
Ghost Quarter
: Add
.
, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Land
Ghost Quarter (ha2) 22
Harbinger of the Seas
Nonbasic lands are Islands.
Creature - Wizard Merfolk
Harbinger of the Seas (mh3) 63
Homunculus Horde
Whenever you draw your second card each turn, create a token that's a copy of this creature.
Creature - Homunculus
Homunculus Horde (fdn) 41
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Creature - Horror Kraken
Hullbreaker Horror (vow) 63
Hydroelectric Specimen
Flash
When this creature enters, you may change the target of target instant or sorcery spell with a single target to this creature.
Creature - Weird
Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240
Imprisoned in the Moon
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with "
: Add
" and loses all other card types and abilities.
Enchantment - Aura
Imprisoned in the Moon (fdn) 156
Invoke the Winds
Gain control of target artifact or creature. Untap it.
Sorcery
Invoke the Winds (neo) 58
Jace, Vryn's Prodigy
: Draw a card, then discard a card. If there are five or more cards in your graveyard, exile Jace, then return him to the battlefield transformed under his owner's control.
Legendary Creature - Human Wizard
Jace, Vryn's Prodigy // Jace, Telepath Unbound (pio) 60Jace, Vryn's Prodigy // Jace, Telepath Unbound (pio) 60
Keep Safe
Counter target spell that targets a permanent you control.
Draw a card.
Instant
Keep Safe (iko) 56
Lonely Sandbar
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Lonely Sandbar (j25) 769
Malcolm, Alluring Scoundrel
Flash
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Legendary Creature - Pirate Siren
Malcolm, Alluring Scoundrel (lci) 63
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (otp) 11
Mana Sculpt
Counter target spell. If you control a Wizard, add an amount of
equal to the amount of mana spent to cast that spell at the beginning of your next main phase.
Instant
Mana Sculpt (sos) 57
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (ha1) 19
Mindwhisker
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Threshold — As long as there are seven or more cards in your graveyard, creatures your opponents control get -1/-0.
Creature - Wizard Rat
Mindwhisker (blb) 60
Mischievous Mystic
Flying
Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying.
Creature - Human Wizard
Mischievous Mystic (fdn) 47
Mistrise Village
This land enters tapped unless you control a Mountain or a Forest.
: Add
.
,
: The next spell you cast this turn can't be countered.
Land
Mistrise Village (tdm) 261
Murmuring Mystic
Whenever you cast an instant or sorcery spell, create a 1/1 blue Bird Illusion creature token with flying.
Creature - Human Wizard
Murmuring Mystic (grn) 45
Narset, Parter of Veils
Each opponent can't draw more than one card each turn.
−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Planeswalker - Narset
Narset, Parter of Veils (war) 61
Narset's Reversal
Copy target instant or sorcery spell, then return it to its owner's hand. You may choose new targets for the copy.
Instant
Narset's Reversal (war) 62
Nexus of Fate
Take an extra turn after this one.
If Nexus of Fate would be put into a graveyard from anywhere, reveal Nexus of Fate and shuffle it into its owner's library instead.
Instant
Nexus of Fate (m19) 306
Ojer Pakpatiq, Deepest Epoch
Flying
Whenever you cast an instant spell from your hand, it gains rebound. (Exile it as it resolves. At the beginning of your next upkeep, you may cast it from exile without paying its mana cost.)
When Ojer Pakpatiq dies, return it to the battlefield tapped and transformed under its owner's control with three time counters on it.
Legendary Creature - God
Ojer Pakpatiq, Deepest Epoch // Temple of Cyclical Time (lci) 67Ojer Pakpatiq, Deepest Epoch // Temple of Cyclical Time (lci) 67
Overflowing Insight
Target player draws seven cards.
Sorcery
Overflowing Insight (xln) 66
Peek
Look at target player's hand.
Draw a card.
Instant
Peek (aa3) 7
Pithing Needle
As this artifact enters, choose a card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
Artifact
Pithing Needle (mid) 257
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (soa) 20
Psychosis Crawler
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand.
Whenever you draw a card, each opponent loses 1 life.
Creature Artifact - Horror Phyrexian
Psychosis Crawler (brr) 44
Quicken
The next sorcery spell you cast this turn can be cast as though it had flash. (It can be cast any time you could cast an instant.)
Draw a card.
Instant
Quicken (pio) 69
Rapid Hybridization
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
Instant
Rapid Hybridization (pio) 70
Reconnaissance Mission
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Reconnaissance Mission (iko) 65
Refute
Counter target spell. Draw a card, then discard a card.
Instant
Refute (fdn) 48
Rewind
Counter target spell. Untap up to four lands.
Instant
Rewind (m21) 63
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (wot) 25
Search for Azcanta
At the beginning of your upkeep, surveil 1. Then if you have seven or more cards in your graveyard, you may transform Search for Azcanta. (Look at the top card of your library. You may put that card into your graveyard.)
Legendary Enchantment
Search for Azcanta // Azcanta, the Sunken Ruin (xln) 74Search for Azcanta // Azcanta, the Sunken Ruin (xln) 74
Shadow of the Second Sun
Enchant player
At the beginning of each of enchanted player's postcombat main phases, there is an additional beginning phase after this phase. (The end step happens after the added untap, upkeep, and draw steps.)
Enchantment - Aura
Shadow of the Second Sun (mh3) 70
Sleight of Hand
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Sorcery
Sleight of Hand (soa) 22
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 (sis) 23
Spell Snare
Counter target spell with mana value 2.
Instant
Spell Snare (dis) 33
Sphinx of the Final Word
This spell can't be countered.
Flying
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Instant and sorcery spells you control can't be countered.
Creature - Sphinx
Sphinx of the Final Word (fdn) 747
Starwinder
Whenever a creature you control deals combat damage to a player, you may draw that many cards.
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 - Leviathan
Starwinder (eoe) 79
Stock Up
Look at the top five cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery
Stock Up (soa) 24
Stormtide Leviathan
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
All lands are Islands in addition to their other types.
Creatures without flying or islandwalk can't attack.
Creature - Leviathan
Stormtide Leviathan (pio) 75
Sublime Epiphany
Choose one or more —
• Counter target spell.
• Counter target activated or triggered ability.
• Return target nonland permanent to its owner's hand.
• Create a token that's a copy of target creature you control.
• Target player draws a card.
Instant
Sublime Epiphany (m21) 74
Summary Dismissal
Exile all other spells and counter all abilities.
Instant
Summary Dismissal (sir) 92
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (fdn) 258
Talrand, Sky Summoner
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
Legendary Creature - Wizard Merfolk
Talrand, Sky Summoner (jmp) 181
Teferi, Temporal Pilgrim
Whenever you draw a card, put a loyalty counter on Teferi.
0: Draw a card.
−2: Create a 2/2 blue Spirit creature token with vigilance and "Whenever you draw a card, put a +1/+1 counter on this token."
−12: Target opponent chooses a permanent they control and returns it to its owner's hand. Then they shuffle each nonland permanent they control into its owner's library.
Legendary Planeswalker - Teferi
Teferi, Temporal Pilgrim (bro) 66
Temporal Manipulation
Take an extra turn after this one.
Sorcery
Temporal Manipulation (spg) 82
Temporal Trespass
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Take an extra turn after this one. Exile Temporal Trespass.
Sorcery
Temporal Trespass (pio) 77
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
Tidespout Tyrant
Flying
Whenever you cast a spell, return target permanent to its owner's hand.
Creature - Djinn
Tidespout Tyrant (aa4) 10
Time Warp
Target player takes an extra turn after this one.
Sorcery
Time Warp (sta) 22
Traxos, Academy Guardian
This spell costs
less to cast if you've cast a noncreature spell this turn.
Flying, vigilance
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Legendary Creature Artifact - Dragon Construct
Traxos, Academy Guardian (fra) 222
Treasure Cruise
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Draw three cards.
Sorcery
Treasure Cruise (ktk) 59
Unable to Scream
Enchant creature
Enchanted creature loses all abilities and is a Toy artifact creature with base power and toughness 0/2 in addition to its other types.
As long as enchanted creature is face down, it can't be turned face up.
Enchantment - Aura
Unable to Scream (dsk) 78
Unwind
Counter target noncreature spell. Untap up to three lands.
Instant
Unwind (dom) 72
Wash Away
Cleave
(You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Counter target spell [that wasn't cast from its owner's hand].
Instant
Wash Away (vow) 87
Wavebreak Hippocamp
Whenever you cast your first spell during each opponent's turn, draw a card.
Creature Enchantment - Fish Horse
Wavebreak Hippocamp (thb) 80
Whirlwind Denial
For each spell and ability your opponents control, counter it unless its controller pays
.
Instant
Whirlwind Denial (sta) 23
Windrider Wizard
Flying
Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.
Creature - Human Wizard
Windrider Wizard (znr) 87
Winged Words
This spell costs
less to cast if you control a creature with flying.
Draw two cards.
Sorcery
Winged Words (j25) 393
Witness Protection
Enchant creature
Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)
Enchantment - Aura
Witness Protection (fdn) 168
Wonder
Flying
As long as this card is in your graveyard and you control an Island, creatures you control have flying.
Creature - Incarnation
Wonder (j21) 279

Didn't Make The Cut

(Ctrl to add secondary)
Banishing Betrayal
Return target nonland permanent to its owner's hand. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Instant
Banishing Betrayal (sos) 38
Chase Inspiration
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Chase Inspiration (sos) 41
Defabricate
Choose one —
• Counter target artifact or enchantment spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
• Counter target activated or triggered ability.
Instant
Defabricate (bro) 45
Dive Down
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Dive Down (fdn) 588
Heraldic Banner
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+0.
: Add one mana of the chosen color.
Artifact
Heraldic Banner (fdn) 254
High Fae Trickster
Flash (You may cast this spell any time you could cast an instant.)
Flying
You may cast spells as though they had flash.
Creature - Wizard Faerie
High Fae Trickster (fdn) 40
Lazotep Plating
Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
You and permanents you control gain hexproof until end of turn. (You and they can't be the targets of spells or abilities your opponents control.)
Instant
Lazotep Plating (war) 59
Mizzium Skin
Target creature you control gets +0/+1 and gains hexproof until end of turn.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Mizzium Skin (pio) 64
Overlord of the Floodpits
Impending 4—
(If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Flying
Whenever this permanent enters or attacks, draw two cards, then discard a card.
Creature Enchantment - Avatar Horror
Overlord of the Floodpits (dsk) 68
Perilous Voyage
Return target nonland permanent you don't control to its owner's hand. If its mana value was 2 or less, scry 2.
Instant
Perilous Voyage (xln) 67
Seasoned Cryomancer
When this creature enters, draw two cards, then discard two cards. When you discard one or more nonland cards this way, tap up to that many target creatures and put a stun counter on each of them.
, Exile this card from your graveyard: Draw two cards.
Creature - Human Wizard
Seasoned Cryomancer (fra) 38
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
Stifle
Counter target activated or triggered ability. (Mana abilities can't be targeted.)
Instant
Stifle (scg) 52
Thing in the Ice
Defender
This creature enters with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from this creature. Then if it has no ice counters on it, transform it.
Creature - Horror
Thing in the Ice // Awoken Horror (sir) 95Thing in the Ice // Awoken Horror (sir) 95
Unauthorized Exit
Return target nonland permanent to its owner's hand. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Instant
Unauthorized Exit (mkm) 74
Unsubstantiate
Return target spell or creature to its owner's hand.
Instant
Unsubstantiate (m21) 82

Maybeboard

(Ctrl to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 1 card
74 pips - 57 cards
37 mana - 37 cards
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
2 mana - 2 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"attributes":{"color":"#66b966"},"insert":"Introduction"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWelcome to my Arena "},{"insert":{"card-link":"Baral, Chief of Compliance"}},{"insert":" list that I have one-tricked since I started playing Arena sometime last year! I use this list for Competitive Brawl & peaked at D2.\n\nThis is a Tempo deck that is trying to play faster than the opponent"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Keep chipping away at your opponent's life total as you accrue a time/mana advantage before they realize it's too late!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Utilize high-value, low-cost threats that grow with drawing cards and casting spells"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ramp hard with several pip-reducers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use well-timed, efficient removal to deprive opponents of time & resources"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"What is a Tempo Deck?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nTempo decks in MTG seek to apply these principles in games:\n\nSeeks to control the board long enough for low-mana threats to bring your opponent's life total to zero"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Playing for resources; employing efficient threats and answers in equal measure"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Accrue a "},{"attributes":{"color":"#66b966"},"insert":"resource advantage "},{"insert":"(mana, time, and sometimes life) over time through a mix of reactivity and proactivity, which can vary based on matchups"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nTempo, as an archetype, is best explained when compared to other deck archetypes:\n\nAggro seeks to win the game by flooding the board with as many cheap threats as possible in order to go under an opponent and get their life to zero as quickly as possible - such that the opponent simply does not have time to respond. Aggro decks are on the clock starting on turn one, since they scale horribly throughout the course of a game and they are extremely vulnerable to boardwipes."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Control decks focus on stalling opponents & controlling the board through the early to mid game until they can assemble an unbeatable win condition. They primarily play for "},{"attributes":{"color":"#66b966"},"insert":"card advantage"},{"insert":" with an emphasis on value, winning through attrition and being extremely reactive."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Midrange decks play a steady stream of value-oriented threats throughout the course of a game in order to hinder and out-value faster strategies while grinding down slower ones. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tempo looks to play efficient, cheap threats that grow over time to gradually chip away at an opponent's life total while disrupting an opponent's turns to slow them down long enough to win the game. Tempo decks prioritize accruing a "},{"attributes":{"color":"#66b966"},"insert":"resource advantage"},{"insert":" throughout the course of a match in order to overwhelm an opponent by the mid to late game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"A Closer Look at Win Conditions"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis deck wins through a steady grind of combat damage from evasive creatures:\n\n"},{"insert":{"card-link":"Pteramander"}},{"insert":" takes some time to get online and is usually safe to Adapt by the midgame, but it's flexible for a 1 drop and offers some early damage (Adapt can be done at instant speed!)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Surge Engine"}},{"insert":" getting this to a 5/4 unblockable creature is surprisingly effective & can draw you cards in a pinch if/when the game goes long enough"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ominous Seas"}},{"insert":" usually goes under the radar until you jumpscare them with an 8/8 during the combat step"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Duelist of the Mind"}},{"insert":" almost never gets targeted with removal until you manage to chunk them with a brainstorm/brainsurge as a combat trick, then your opponent will do whatever they can to remove this creature"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Haughty Djinn"}},{"insert":" doubles as a cost-reducer & an evasive beater that scales over the course of a game - the posterchild of this deck if there ever was one"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Tempest Djinn"}},{"insert":" is a strong, evasive beater that grows the longer a game goes on"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"Art of the Mulligan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nYour opening hand ideally consists of many low mana spells. A good mix of card advantage & early threats is what you're looking for in most cases. Sometimes, you may need to prioritize having cheap removal or a boardwipe against more aggressive matchups. The best spells you can start with in your hand:\n\n"},{"attributes":{"color":"#e60000"},"insert":"Highest Priority"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":" (turn 2 sapphire medallion is this deck's strongest play)"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ponder"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#0066cc"},"insert":"Hand Fixing"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Preordain"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Opt"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Consider"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Chart a Course"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Frantic Search"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#ffc266"},"insert":"Removal (most of these spells cost only 1 mana when the Chief is in play!)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Memory Lapse"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Remand"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Negate"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Tale's End"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Into the Flood Maw"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Brazen Borrower // Petty Theft"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Volatile Stormdrake"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Floodpits Drowner"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#ffff00"},"insert":"Ramp"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Currency Converter"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Emrakul's Messenger"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Monument to Endurance"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#c285ff"},"insert":"Early Threats"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Pteramander"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ominous Seas"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Silent Hallcreeper"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Surge Engine"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Duelist of the Mind"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Proft's Eidetic Memory"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Tempest Djinn"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Haughty Djinn"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"When to Baral"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nNever autopilot cast "},{"insert":{"card-link":"Baral, Chief of Compliance"}},{"insert":" on curve. Timing the Chief is key to maximizing his usefulness. Never, ever put him in the Command zone if he gets removed. You should never cast Baral for more than 2 mana, since his abilities are much less effective for 4 mana. At that point, he is more useful in the graveyard to help satisfy the condition for "},{"insert":{"card-link":"Cephalid Coliseum"}},{"insert":". It's also pretty funny to just leave him in your library/graveyard/exile. Here's a flowchart for when to cast Baral on each of your turns:\n\nTurn 2"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You’d like to setup for cheaper spells on turn 3"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You want to bait removal to protect more important creatures such as "},{"insert":{"card-link":"Duelist of the Mind"}},{"insert":" , "},{"insert":{"card-link":"Ledger Shredder"}},{"insert":" , or "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You don't have "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":" in hand"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You don't think it's worth holding mana up for removal"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You have no better play"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Turn 3"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You have a 2 mana counterspell containing a single gray pip such as "},{"insert":{"card-link":"Memory Lapse"}},{"insert":", "},{"insert":{"card-link":"Remand"}},{"insert":", or "},{"insert":{"card-link":"Tale's End"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You cast "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":" on turn 2 and it's still in play"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Casting "},{"insert":{"card-link":"Overlord of the Floodpits"}},{"insert":" for impending, "},{"insert":{"card-link":"Haughty Djinn"}},{"insert":", or "},{"insert":{"card-link":"Tempest Djinn"}},{"insert":" are unfavorable or unfeasible"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You didn't just draw "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":" this turn"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You don't need to hold for a >1 mana counterspell such as "},{"insert":{"card-link":"Disallow"}},{"insert":" or "},{"insert":{"card-link":"Mana Drain"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You have no better play"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Turn 4"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You have "},{"insert":{"card-link":"Frantic Search"}},{"insert":" in hand"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Holding for "},{"insert":{"card-link":"Subtlety"}},{"insert":" (without evoke) is not ideal"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You have a 3-mana counterspell affected by Baral's pip reduction such as "},{"insert":{"card-link":"Disallow"}},{"insert":" or "},{"insert":{"card-link":"Mana Sculpt"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You've just played "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You're desperate and your best play is to cast Baral followed by a 2 mana "},{"insert":{"card-link":"Solve the Equation"}},{"insert":", "},{"insert":{"card-link":"Compulsive Research"}},{"insert":", or "},{"insert":{"card-link":"Thirst for Discovery"}},{"insert":" "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"You have no better play"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Turn 5"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is the latest I've ever cast Baral and it's a rare, but entirely possible scenario"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"How to Use Brainstorm"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nInstant-speed burst draw can win games in this deck. Never autopilot cast Brainstorm on turn one! These spells should be held in hand until the exact right moment, if you can help it:\n\n"},{"insert":{"card-link":"Brainstorm"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Brainsurge"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Flow of Knowledge"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nFavorable scenarios for when you will want to cast these spells:\n\nSwinging with "},{"insert":{"card-link":"Duelist of the Mind"}},{"insert":" to pump its power for lethal or an advantageous trade"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Swinging with "},{"insert":{"card-link":"Haughty Djinn"}},{"insert":" or "},{"insert":{"card-link":"Curious Homunculus // Voracious Reader"}},{"insert":" to increase spells cast or in graveyard in order to increase their power for lethal or a strong trade"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ominous Seas"}},{"insert":" is on the board and you can get up to 8 counters in order to get one (or more) "},{"insert":{"card-link":"Octopus"}},{"insert":" tokens in play at instant speed either as a surprise blocker or at an opponent's end step so you can immediately swing out on your next turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flipping "},{"insert":{"card-link":"Thing in the Ice // Awoken Horror"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"Stifle & Friends"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nShutting down the most powerful triggered & activated abilities in the game from planeswalker ultimates (sending them to the graveyard if they use all the counters on them) to the likes of "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" and "},{"insert":{"card-link":"Path to the World Tree"}},{"insert":", "},{"insert":{"card-link":"Stifle"}},{"insert":" , "},{"insert":{"card-link":"Defabricate"}},{"insert":", "},{"insert":{"card-link":"Tale's End"}},{"insert":", & "},{"insert":{"card-link":"Disallow"}},{"insert":" have extremely high skill ceilings and allow for game-ending shutdowns.\nUsing these cards to counter a fetch-land is wasteful, even if you have nothing else to do on your turn 1. Using them to counter "},{"attributes":{"color":"#e60000"},"insert":"single-target"},{"insert":" ETB-based removal from sources like "},{"insert":{"card-link":"Banishing Light"}},{"insert":" is sometimes applicable, especially for an important win-condition such as "},{"insert":{"card-link":"Tempest Djinn"}},{"insert":".\n\nExamples of matchup-specific cases where using Stifle can be very effective:\n\n"},{"insert":{"card-link":"Urza, Lord High Artificer"}},{"insert":" ETB"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" ETB"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Esika, God of the Tree // The Prismatic Bridge"}},{"insert":" triggered ability on upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Tiamat"}},{"insert":" ETB"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Hei Bai, Forest Guardian"}},{"insert":" ETB"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Kaldra Compleat"}},{"insert":" Living Weapon ETB"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Atraxa, Grand Unifier"}},{"insert":" ETB"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Emrakul, the Promised End"}},{"insert":" Cast Trigger"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Emrakul, the World Anew"}},{"insert":" Cast Trigger"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" or "},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" “win the game” triggered ability (causing your opponent to lose from being milled out, instead)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Meathook Massacre II"}},{"insert":" or "},{"insert":{"card-link":"Massacre Wurm"}},{"insert":" ETB"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nBeing able to counter the triggered abilities of our own permanents can be highly useful in the correct, niche circumstances. Phasing from sources such as "},{"insert":{"card-link":"Slip Out the Back"}},{"insert":" can also be used to circumvent these effects:\n"},{"insert":{"card-link":"Subtlety"}},{"insert":" evoke forced sacrifice, which is a separate ability as the ETB itself"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Phantasmal Image"}},{"insert":" forced sacrifice upon being targeted by a spell/ability"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966"},"insert":"Matchup Checks and Balances"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#0047b2","underline":true},"insert":"The Reflector Mage Effect"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis section pertains mostly to the following commanders, which on continued board presence to accrue an advantage or threaten lethal:\n"},{"insert":{"card-link":"Urza, Lord High Artificer"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Light-Paws, Emperor's Voice"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Rofellos, Llanowar Emissary"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Katara, Waterbending Master"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Voja, Jaws of the Conclave"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Prosper, Tome-Bound"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Vivi Ornitier"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Tifa Lockhart"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Raph & Mikey, Troublemakers"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Golos, Tireless Pilgrim"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThese decks, in my experience, are incredibly fragile and do not function when their commander isn't in play. Instant-speed bounce & other cheap removal every time they attempt to get their commander in play will set these decks extremely far behind while you are able to reliably build an advantage. "},{"insert":{"card-link":"Stifle"}},{"insert":" and friends are incredibly effective for activated or triggered abilities, which many of these commanders rely heavily on. The same can be said for any strong spell an opponent is threatening. Putting a spell back into an opponent's hand leads to them fixating on casting that spell as soon as they can, hence why "},{"insert":{"card-link":"Reflector Mage"}},{"insert":" has a strong tendency to disrupt an opponent's mental. Abuse Psychology to make your opponent re-cast the same spell over and over until you're able to win from underneath them!\n\n"},{"attributes":{"color":"#66a3e0","underline":true},"insert":"Katara, Waterbending Master"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThese decks rely on getting counterspells and other instants (usually removal or card draw) to build up experience counters for their commander so they can draw many, many cards each turn without paying mana in order to make up for the shortcomings of Counterspells, The Gathering™. The caveat of removal-only decks is that they can only match one-for-one outside of boardwipes - meaning that they normally need to invest major resources in hindering an opponent AND keeping their hand size healthy so they can keep casting spells, otherwise they just can't keep up. However, "},{"insert":{"card-link":"Katara, Waterbending Master"}},{"insert":" breaks parity by drawing cards for free and therefore breaking the mana investment that otherwise keeps these types of decks in check. Typically opting for a win by pinging with Katara for 1 damage per turn as many turns as it takes, this matchup can be an incredibly miserable slog. The main drawback to this strategy is when an opponent has a blocker in play that can remove Katara if she swings out during the early game.\n\n"},{"attributes":{"color":"#e60000"},"insert":"Mulligan aggressively"},{"insert":" for low-mana creatures that can put your opponent on a clock ASAP. "},{"insert":{"card-link":"Surge Engine"}},{"insert":" & "},{"insert":{"card-link":"Silent Hallcreeper"}},{"insert":" are your friends in this matchup because they can threaten to remove "},{"insert":{"card-link":"Katara, Waterbending Master"}},{"insert":" if she swings out. "},{"insert":{"card-link":"Pteramander"}},{"insert":" or "},{"insert":{"card-link":"Ledger Shredder"}},{"insert":" can do the job as well, but they require some setup before they can threaten Katara. "},{"insert":{"card-link":"Tempest Djinn"}},{"insert":" and "},{"insert":{"card-link":"Haughty Djinn"}},{"insert":" will do work if you're able to get them in play - attempting to get these in play is safest when your opponent is tapped out. Low cost bounce is also extremely effective, since the Katara deck will usually cease to function without her in play or otherwise be forced to respond during their own turn and deny themselves Experience Counters. Juggle their commander until they fold or you chunk them for lethal! Always keep instant speed card draw for your opponent's turn or when they are tapped out. Forcing your opponent to play on the back foot and setting the tempo of the game is your key to victory. Pressure them into playing during their own turn!\n\n"},{"attributes":{"color":"#66b966"},"insert":"Why Baral?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Baral, Chief of Compliance"}},{"insert":" is a deceptively strong early-game commander that offers consistent access to pip reduction & looting. I think he's strongest as the helm of a Tempo deck, but he can also provide some early game consistency to a late game oriented control deck as well - where the early game is when they are most weak. While his pip reduction doesn't scale very well the longer a game goes on, he's still an incredible looter that will net you cards during the course of a game when he manages to stick. The early access to pip reduction is incredibly strong early, and is priceless in a tempo deck that is playing for a resource advantage as quickly as possible. \n\nHonestly, I love "},{"insert":{"card-link":"Baral, Chief of Compliance"}},{"insert":". It's been a delight one-tricking the Chief in Arena & learning just how great he is for a Tempo strategy. I take a sick pleasure from watching my opponents mulligan HARD for their precious \"can't be countered\" slop or watching them use "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" for "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" or "},{"insert":{"card-link":"Mistrise Village"}},{"insert":". The amount of people I have played against who have lost to my list after casting "},{"insert":{"card-link":"Delighted Halfling"}},{"insert":"/"},{"insert":{"card-link":"Hexing Squelcher"}},{"insert":"/"},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" in the early game and then saying \"Good Game\" is insanely high. My Chief getting removed immediately after being cast, just to win the game with "},{"insert":{"card-link":"Duelist of the Mind"}},{"insert":" or "},{"insert":{"card-link":"Thing in the Ice // Awoken Horror"}},{"insert":" while never putting him back in the Command Zone always makes me giggle maniacally. Those two creatures are the most slept on cards I've ever seen. Using the Chief for removal bait turn 2 and then casting "},{"insert":{"card-link":"Tempest Djinn"}},{"insert":" on turn 3 when my opponent already used their removal on Baral is one of my favorite plays, assuming they don't have more removal lined up.\n\n"},{"attributes":{"color":"#66b966"},"insert":"Playing Off-Meta"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nOpting to play a strategy/commander that's not meta comes with some notable disadvantages - Your list won't be as strong as most meta decks and adapting to the highly competitive ecosystem is a significant challenge. Player skill, adaptability, dedication, and hand/card assessment are paramount to making such an approach work. One-tricking such a list is the best approach, in my recommendation, so you can learn all the ins and outs of playing said strategy, even if it's suboptimal. Benefits to this style of play include:\nObtaining greater understanding of matchup knowledge & interactions."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Catching opponents off guard."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Learning a unique perspective on the game that you can transfer between decks & strategies - playing an offmeta list can actually help you improve your gameplay when it's time to bring out your meta deck!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Becoming a more adaptable MTG player."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Learning niche interactions that you would have otherwise missed out on."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Getting better at spotting mistakes in your opponents' play."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Learning a strategies strengths & weaknesses to a fuller extent."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"color":"#66b966"},"insert":"Cards That Didn't Make the Cut"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nIn this game, there are endless options for spells. Choosing the right removal & cantrips for any list can make or break a strategy. Understanding the context for each card is paramount to building a consistent deck. I've tested many, many cards over the years in this list and here are some of the more noteworthy exclusions:\n\n"},{"insert":{"card-link":"Pongify"}},{"insert":"/"},{"insert":{"card-link":"Rapid Hybridization"}},{"insert":"/"},{"insert":{"card-link":"Swan Song"}},{"insert":" are great spells in the right context with the former two being rare color-pie breaks that let mono blue decks outright destroy creatures. However, these cards giving the opponent a 3/3 or 2/2 flying beater is actually quite dangerous in my experience. In more games than not, I found myself targeting my own creatures to buff up their stats to chew through an opponent's life total quicker. However, that's a massive tempo loss and that's even more so when giving away a flying creature that can block our evasive beaters. I've also had way too many close calls because of that 2/2 flying token. Giving opponents effective blockers is also rarely ideal for this strategy, given that we are trying to swing out consistently for damage and we are on a clock until late game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Search for Azcanta // Azcanta, the Sunken Ruin"}},{"insert":" is incredibly strong for decks that thrive from consistent filtering & playing for topdeck battles - mainly control decks. However, this card provides very little upfront value and is too slow, as a result."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Teferi's Ageless Insight"}},{"insert":" is ridiculously strong and turns every loot into raw card advantage. Unfortunately, at four mana and no ways to cost reduce outside "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":", it's too slow to cast in the ranked meta. I found myself pitching this card more and more as I climbed the ranks, especially because it's only really useful around turn 6+ when you can keep mana to draw cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Whirlwind Denial"}},{"insert":" is one of my favorite cards because it can be an absolute powerhouse against certain strategies, particularly Landfall and Storm. Due to format speed, I found myself using it more often as a counterspell or having an opponent just pay the four. "},{"insert":{"card-link":"Stifle"}},{"insert":", "},{"insert":{"card-link":"Defabricate"}},{"insert":", and "},{"insert":{"card-link":"Disallow"}},{"insert":" are my points of comparison and they pull more weight in most matches - they hard counter & offer extra utility on top of countering an ability."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Curiosity"}},{"insert":" and friends are normally seen as Tempo staples, at least in 60 card formats with reliable access to strong early creatures like "},{"insert":{"card-link":"Delver of Secrets // Insectile Aberration"}},{"insert":" (which also didn't make the cut because of the unreliable nature of 100-card singleton). Paying one mana for this effect on turn 2/3 hurts this deck's tempo, since there's a reliance on leaving mana up between turns for removal/protection & sequencing "},{"insert":{"card-link":"Baral, Chief of Compliance"}},{"insert":" in order to get cost reduction for vital 2 mana cards on turn 3 in most games."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Archmage of Runes"}},{"insert":" & "},{"insert":{"card-link":"Defiler of Dreams"}},{"insert":" have pip reduction & card advantage built in... at 5 mana. These creatures are incredible when games go long enough, but they are too slow for a deck that doesn't ramp much and also doesn't play for late game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Chrome Mox"}},{"insert":" is wonderful if it comes out turn 1, but it's also a dead draw if you topdeck it in the mid game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Rhystic Study"}},{"insert":" is actually way too slow for this list & scales terribly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Narset, Parter of Veils"}},{"insert":" is also too slow for this list. Besides, we're not playing for card advantage like a control deck is."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Teferi, Temporal Pilgrim"}},{"insert":" the ultimate can close out a game, but by the time I get there I'm usually swinging out for lethal anyway"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Wizard Class"}},{"insert":" unfortunately, this card takes too much investment to get the +1/+1 counters going"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"As Foretold"}},{"insert":" didn't pull its weight in games when I played it"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Counterspell"}},{"insert":" is seen as the gold standard for countermagic. While it's great for control lists that seek to hard deny opponent's spells, it doesn't offer enough utility or added value for this list. The point of comparison would be "},{"insert":{"card-link":"Remand"}},{"insert":" or "},{"insert":{"card-link":"Memory Lapse"}},{"insert":". Hard denial is not as important as time denial or being able to get a mana/card advantage while also removing a threat."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Archmage's Charm"}},{"insert":" cannot be cost-reduced. Only one mode can be chosen, and oftentimes it's pay 3 to hard counter a spell when I'd rather have "},{"insert":{"card-link":"Disallow"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Going for extra turns from "},{"insert":{"card-link":"Time Warp"}},{"insert":" & "},{"insert":{"card-link":"Temporal Manipulation"}},{"insert":" is just too slow for this deck and requires too much setup to be able to use effectively. Without being able to satisfy the conditions to be able to use these cards well, they may as well be dead draws."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Stock Up"}},{"insert":", "},{"insert":{"card-link":"Sleight of Hand"}},{"insert":", and other "},{"insert":{"card-link":"Impulse"}},{"insert":" effects can be great for card selectivity. However, this deck cares specifically about drawing cards for triggered abilities and these cards do not do that. This list is also a lot faster and just wants cards now as opposed to being more choosy for other lists that need that kind of selectivity."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Symmetry Sage"}},{"insert":" is a monster if you can reliably trigger its ability in a meaningful way, but it can be really hard to use since this deck wants to play instants during an opponent's turn to maximize the tempo swing. The Alchemy nerfs certainly did not help here."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mana Drain"}},{"insert":" & "},{"insert":{"card-link":"Mana Sculpt"}},{"insert":" are actually quite difficult to utilize - this list doesn't run enough gray pips to take full advantage of the added mana & they're difficult to cast with two blue pips relative to other counterspells that are one gray one blue (assuming you even have a wizard in play for "},{"insert":{"card-link":"Mana Sculpt"}},{"insert":")"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Force of Negation"}},{"insert":" I find is more often than not being cast during my turn and I always forget that it's only free when it's NOT my own turn. It's also difficult to cast with 2 blue pips."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Three Steps Ahead"}},{"insert":" 2 blue pips to counter makes this hard to use for removal. copying a creature is cute but only so useful by lategame."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Pithing Needle"}},{"insert":" and "},{"insert":{"card-link":"Disruptor Flute"}},{"insert":" are too niche and matchup dependent for this list. By the time an opponent is able to resolve a strip mine lock (~ turn 5+ in my experience) we should already be on our way to winning the game. The longer you can stall land recursion or counter it entirely, the more time you have to play with until you either have board presence to win or you lose."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Field of Ruin"}},{"insert":" & "},{"insert":{"card-link":"Demolition Field"}},{"insert":" are difficult to run due to the colorless mana output. They also hurt "},{"insert":{"card-link":"Flow of Knowledge"}},{"insert":" as well as "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":", causing the latter to enter tapped more than is preferred."},{"attributes":{"list":"ordered"},"insert":"\n"}]}
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