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

Clones
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Discard
(Ctrl to add secondary)
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.)
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

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.
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

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.
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

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.
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

Draw
(Ctrl to add secondary)
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.
: 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

Evasion
(Ctrl to add secondary)
Land
(Ctrl to add secondary)
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.)
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

Protection
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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.
, : 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

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.
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

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.
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

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.
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

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.
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

Removal
(Ctrl to add secondary)
Tutor
(Ctrl to add secondary)
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.
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

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.)
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

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 .)
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

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

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.
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

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

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.)
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

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

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.
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

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.
−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

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.
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


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

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.)
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

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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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.
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

Didn't Make The Cut
(Ctrl to add secondary)
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.)
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

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.
Flying
Whenever this permanent enters or attacks, draw two cards, then discard a card.
Creature Enchantment - Avatar Horror

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.
, Exile this card from your graveyard: Draw two cards.
Creature - Human Wizard

Maybeboard
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Deck Info
Deck stats
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"}]}


































































































































































