Dyxtan
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Commander
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{"ops":[{"insert":"I wanted somewhere fun to put "},{"insert":{"card-link":"Zurgo and Ojutai"}},{"insert":" and I wanted to design a Jeskai deck, so anyway here's Redwall... and dragons. The similarities between Arthur's ability and Zurgo's ability (the thing that led me to make this deck) mean we'll want to take advantage of returning creatures to hand, as well as making sure there are enough small creatures (and tokens) to trigger Arthur's next attack. The combination of Winota-style effects and Rescue-style effects provide a theme to build the rest of the deck around.\n\n"},{"attributes":{"underline":true},"insert":"The Gameplan"},{"insert":"\nUse small creatures and token makers early game, then cast and attack with "},{"insert":{"card-link":"Arthur, Marigold Knight"}},{"insert":" to trigger his ability and bring down dragons and powerful ETBs. The deck can win through repeated blink effects with "},{"insert":{"card-link":"Altar of the Brood"}},{"insert":" and "},{"insert":{"card-link":"Felidar Guardian"}},{"insert":" , or using these to power up a big "},{"insert":{"card-link":"Devilish Valet"}},{"insert":". "},{"insert":{"card-link":"Strixhaven Stadium"}},{"insert":" and "},{"insert":{"card-link":"Terror of Mount Velus"}},{"insert":" provide backup combat win conditions, while "},{"insert":{"card-link":"Hellkite Tyrant"}},{"insert":" will shut down treasure decks and can win the game (so long as it doesn't enter off Arthur's ability.)\n\n"},{"attributes":{"underline":true},"insert":"Combat"},{"insert":"\nSince Arthur's trigger is based on attacks, the deck uses a few different \"deals combat damage\" tools - "},{"insert":{"card-link":"Feywild Visitor"}},{"insert":" adds additional dragons and small attackers for Arthur, "},{"insert":{"card-link":"Strixhaven Stadium"}},{"insert":" is a useful mana rock and backup win condition, "},{"insert":{"card-link":"Seize the Day"}},{"insert":" and "},{"insert":{"card-link":"World at War"}},{"insert":" provide extra Arthur triggers, and "},{"insert":{"card-link":"Iymrith, Desert Doom"}},{"insert":" provides extra card draw upon making contact. "},{"insert":{"card-link":"Zurgo and Ojutai"}},{"insert":" are part of this package and the thematic core of the deck - meaning we use some available battles for full advantage of their trigger ("},{"insert":{"card-link":"Invasion of New Phyrexia // Teferi Akosa of Zhalfir"}},{"insert":" which creates tokens and a useful Planeswalker that buffs our few knights when defeated, and "},{"insert":{"card-link":"Invasion of Tarkir // Defiant Thundermaw"}},{"insert":" to flip into an additional Dragon and combat trigger.)\n\n"},{"attributes":{"underline":true},"insert":"Small Creatures & Tokens"},{"insert":"\nTo trigger Arthur reliably, the deck uses a few different small tokenmakers to get \"another creature\" online before Arthur wants to attack (ideally ramping to get there before turn 5.) "},{"insert":{"card-link":"Manifold Mouse"}},{"insert":", "},{"insert":{"card-link":"Aether Channeler"}},{"insert":" "},{"insert":{"card-link":"Feywild Visitor"}},{"insert":" are small enough that they can be cast early and start creating tokens, while "},{"insert":{"card-link":"Dion, Bahamut's Dominant // Bahamut, Warden of Light"}},{"insert":" provides repeatable tokenmaking (and is a dragon on his backside for some synergy, though he's powerful enough that it isn't necessary - nor does he need to be returned to hand for his ETB ability.) Other creatures in the deck at or below 2MV provide other value while generally being useful as second attackers - they're mentioned in the sections they're primarily used for.\n\n"},{"attributes":{"underline":true},"insert":"Winota Effects"},{"insert":"\n"},{"insert":{"card-link":"Minion of the Mighty"}},{"insert":" and "},{"insert":{"card-link":"Kinscaer Sentry"}},{"insert":" both provide similar effects to Arthur (and Winota, hence the name of the category) ramping out bigger dragons and acting as smaller secondary attackers to trigger Arthur.\n\n"},{"attributes":{"underline":true},"insert":"Rescue Effects"},{"insert":"\nSince both Arthur and Zurgo and Ojutai return cards to hand, I wanted to take advantage of this with a few payoffs for returning cards to hand: "},{"insert":{"card-link":"Dour Port-Mage"}},{"insert":" "},{"insert":{"card-link":"Barrin, Tolarian Archmage"}},{"insert":" and "},{"insert":{"card-link":"Tameshi, Reality Architect"}},{"insert":" all reward what the deck is already doing. "},{"insert":{"card-link":"Aether Channeler"}},{"insert":" and "},{"insert":{"card-link":"Marang River Regent // Coil and Catch"}},{"insert":" provide backup rescue effects.\n\n"},{"attributes":{"underline":true},"insert":"Dragons"},{"insert":"\nEach dragon provides different utility - Dragons with omens are particularly helpful since Arthur will put them onto the battlefield, then return them to hand so we can cast the omen or the dragon as needed - see "},{"insert":{"card-link":"Runescale Stormbrood // Chilling Screech"}},{"insert":" and "},{"insert":{"card-link":"Marang River Regent // Coil and Catch"}},{"insert":", a few like "},{"insert":{"card-link":"Terror of Mount Velus"}},{"insert":" and "},{"insert":{"card-link":"Hellkite Tyrant"}},{"insert":" represent win conditions on their own, while others provide draw and protection. These are primarily the creatures we'll want to flip onto the field with Arthur's combat ability, especially those with ETB effects.\n\n"},{"attributes":{"underline":true},"insert":"ETB and Blink Effects"},{"insert":"\nThese are here to take advantage of Arthur's ability to flip ETB effects onto the field faster than they should, so here's where the deck uses combo finishes including "},{"insert":{"card-link":"Altar of the Brood"}},{"insert":" "},{"insert":{"card-link":"Felidar Guardian"}},{"insert":", and "},{"insert":{"card-link":"Restoration Angel"}},{"insert":". These blink effects also help reset creatures Arthur put onto the battlefield so they'll stick around after combat. Most of these effects need to operate at instant speed to effectively turn off the 'return to hand' condition, so I've replaced a few effects ("},{"insert":{"card-link":"Daydream"}},{"insert":" and "},{"insert":{"card-link":"Mysterious Limousine"}},{"insert":" for "},{"insert":{"card-link":"Essence Flux"}},{"insert":" and"},{"insert":{"card-link":"Cloudshift"}},{"insert":" ) and prioritized those instants.\n\n \n"}]}
Commander
Arthur, Marigold Knight
Haste
Whenever Arthur and at least one other creature attack, look at the top six cards of your library. You may put a creature card from among them onto the battlefield tapped and attacking. Put the rest on the bottom of your library in a random order. Return that creature to its owner's hand at end of combat.
Whenever Arthur and at least one other creature attack, look at the top six cards of your library. You may put a creature card from among them onto the battlefield tapped and attacking. Put the rest on the bottom of your library in a random order. Return that creature to its owner's hand at end of combat.
Legendary Creature - Knight Mouse

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

Blink
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Combat
Manifold Mouse
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
At the beginning of combat on your turn, target Mouse you control gains your choice of double strike or trample until end of turn.
At the beginning of combat on your turn, target Mouse you control gains your choice of double strike or trample until end of turn.
Creature - Soldier Mouse

World at War
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery

Combat
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Draw
Zurgo and Ojutai
Flying, haste
Zurgo and Ojutai has hexproof as long as it entered this turn.
Whenever one or more Dragons you control deal combat damage to a player or battle, 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. You may return one of those Dragons to its owner's hand.
Zurgo and Ojutai has hexproof as long as it entered this turn.
Whenever one or more Dragons you control deal combat damage to a player or battle, 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. You may return one of those Dragons to its owner's hand.
Legendary Creature - Dragon Orc

Draw
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Finisher
Finisher
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Land
Den of the Bugbear
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
: Add .
: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
Land

Land
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Lifegain
Lifegain
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Protection
Scion of Draco
Domain — This spell costs less to cast for each basic land type among lands you control.
Flying
Each creature you control has vigilance if it's white, hexproof if it's blue, lifelink if it's black, first strike if it's red, and trample if it's green.
Flying
Each creature you control has vigilance if it's white, hexproof if it's blue, lifelink if it's black, first strike if it's red, and trample if it's green.
Creature Artifact - Dragon

Semester's End
Exile any number of target creatures and/or planeswalkers you control. At the beginning of the next end step, return each of them to the battlefield under its owner's control. Each of them enters with an additional +1/+1 counter on it if it's a creature and an additional loyalty counter on it if it's a planeswalker.
Instant

Protection
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Ramp
Strixhaven Stadium
: Add . Put a point counter on this artifact.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
Artifact

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

Ramp
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Recursion
Tameshi, Reality Architect
Whenever one or more noncreature permanents are returned to hand, draw a card. This ability triggers only once each turn.
, Return a land you control to its owner's hand: Return target artifact or enchantment card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.
, Return a land you control to its owner's hand: Return target artifact or enchantment card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.
Legendary Creature - Wizard Moonfolk

Recursion
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Removal
Invasion of Tarkir
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, reveal any number of Dragon cards from your hand. When you do, this Siege deals X plus 2 damage to any other target, where X is the number of cards revealed this way. (X can be 0.)
When this Siege enters, reveal any number of Dragon cards from your hand. When you do, this Siege deals X plus 2 damage to any other target, where X is the number of cards revealed this way. (X can be 0.)
Battle - Siege


Parapet Thrasher
Flying
Whenever one or more Dragons you control deal combat damage to an opponent, choose one that hasn't been chosen this turn —
• Destroy target artifact that opponent controls.
• This creature deals 4 damage to each other opponent.
• Exile the top card of your library. You may play it this turn.
Whenever one or more Dragons you control deal combat damage to an opponent, choose one that hasn't been chosen this turn —
• Destroy target artifact that opponent controls.
• This creature deals 4 damage to each other opponent.
• Exile the top card of your library. You may play it this turn.
Creature - Dragon

Temporal Firestorm
Kicker and/or (You may pay an additional and/or as you cast this spell.)
Choose up to X creatures and/or planeswalkers you control, where X is the number of times this spell was kicked. Those permanents phase out.
Temporal Firestorm deals 5 damage to each creature and each planeswalker.
Choose up to X creatures and/or planeswalkers you control, where X is the number of times this spell was kicked. Those permanents phase out.
Temporal Firestorm deals 5 damage to each creature and each planeswalker.
Sorcery

Removal
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Tokens
Dion, Bahamut's Dominant
Dragonfire Dive — During your turn, Dion and other Knights you control have flying.
When Dion enters, create a 2/2 white Knight creature token.
, : Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
When Dion enters, create a 2/2 white Knight creature token.
, : Exile Dion, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Human Knight Noble


Tokens
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Maybeboard
Djeru and Hazoret
As long as you have one or fewer cards in hand, Djeru and Hazoret has vigilance and haste.
Whenever Djeru and Hazoret attacks, look at the top six cards of your library. You may exile a legendary creature card from among them. Put the rest on the bottom of your library in a random order. Until end of turn, you may cast the exiled card without paying its mana cost.
Whenever Djeru and Hazoret attacks, look at the top six cards of your library. You may exile a legendary creature card from among them. Put the rest on the bottom of your library in a random order. Until end of turn, you may cast the exiled card without paying its mana cost.
Legendary Creature - Human God

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"I wanted somewhere fun to put "},{"insert":{"card-link":"Zurgo and Ojutai"}},{"insert":" and I wanted to design a Jeskai deck, so anyway here's Redwall... and dragons. The similarities between Arthur's ability and Zurgo's ability (the thing that led me to make this deck) mean we'll want to take advantage of returning creatures to hand, as well as making sure there are enough small creatures (and tokens) to trigger Arthur's next attack. The combination of Winota-style effects and Rescue-style effects provide a theme to build the rest of the deck around.\n\n"},{"attributes":{"underline":true},"insert":"The Gameplan"},{"insert":"\nUse small creatures and token makers early game, then cast and attack with "},{"insert":{"card-link":"Arthur, Marigold Knight"}},{"insert":" to trigger his ability and bring down dragons and powerful ETBs. The deck can win through repeated blink effects with "},{"insert":{"card-link":"Altar of the Brood"}},{"insert":" and "},{"insert":{"card-link":"Felidar Guardian"}},{"insert":" , or using these to power up a big "},{"insert":{"card-link":"Devilish Valet"}},{"insert":". "},{"insert":{"card-link":"Strixhaven Stadium"}},{"insert":" and "},{"insert":{"card-link":"Terror of Mount Velus"}},{"insert":" provide backup combat win conditions, while "},{"insert":{"card-link":"Hellkite Tyrant"}},{"insert":" will shut down treasure decks and can win the game (so long as it doesn't enter off Arthur's ability.)\n\n"},{"attributes":{"underline":true},"insert":"Combat"},{"insert":"\nSince Arthur's trigger is based on attacks, the deck uses a few different \"deals combat damage\" tools - "},{"insert":{"card-link":"Feywild Visitor"}},{"insert":" adds additional dragons and small attackers for Arthur, "},{"insert":{"card-link":"Strixhaven Stadium"}},{"insert":" is a useful mana rock and backup win condition, "},{"insert":{"card-link":"Seize the Day"}},{"insert":" and "},{"insert":{"card-link":"World at War"}},{"insert":" provide extra Arthur triggers, and "},{"insert":{"card-link":"Iymrith, Desert Doom"}},{"insert":" provides extra card draw upon making contact. "},{"insert":{"card-link":"Zurgo and Ojutai"}},{"insert":" are part of this package and the thematic core of the deck - meaning we use some available battles for full advantage of their trigger ("},{"insert":{"card-link":"Invasion of New Phyrexia // Teferi Akosa of Zhalfir"}},{"insert":" which creates tokens and a useful Planeswalker that buffs our few knights when defeated, and "},{"insert":{"card-link":"Invasion of Tarkir // Defiant Thundermaw"}},{"insert":" to flip into an additional Dragon and combat trigger.)\n\n"},{"attributes":{"underline":true},"insert":"Small Creatures & Tokens"},{"insert":"\nTo trigger Arthur reliably, the deck uses a few different small tokenmakers to get \"another creature\" online before Arthur wants to attack (ideally ramping to get there before turn 5.) "},{"insert":{"card-link":"Manifold Mouse"}},{"insert":", "},{"insert":{"card-link":"Aether Channeler"}},{"insert":" "},{"insert":{"card-link":"Feywild Visitor"}},{"insert":" are small enough that they can be cast early and start creating tokens, while "},{"insert":{"card-link":"Dion, Bahamut's Dominant // Bahamut, Warden of Light"}},{"insert":" provides repeatable tokenmaking (and is a dragon on his backside for some synergy, though he's powerful enough that it isn't necessary - nor does he need to be returned to hand for his ETB ability.) Other creatures in the deck at or below 2MV provide other value while generally being useful as second attackers - they're mentioned in the sections they're primarily used for.\n\n"},{"attributes":{"underline":true},"insert":"Winota Effects"},{"insert":"\n"},{"insert":{"card-link":"Minion of the Mighty"}},{"insert":" and "},{"insert":{"card-link":"Kinscaer Sentry"}},{"insert":" both provide similar effects to Arthur (and Winota, hence the name of the category) ramping out bigger dragons and acting as smaller secondary attackers to trigger Arthur.\n\n"},{"attributes":{"underline":true},"insert":"Rescue Effects"},{"insert":"\nSince both Arthur and Zurgo and Ojutai return cards to hand, I wanted to take advantage of this with a few payoffs for returning cards to hand: "},{"insert":{"card-link":"Dour Port-Mage"}},{"insert":" "},{"insert":{"card-link":"Barrin, Tolarian Archmage"}},{"insert":" and "},{"insert":{"card-link":"Tameshi, Reality Architect"}},{"insert":" all reward what the deck is already doing. "},{"insert":{"card-link":"Aether Channeler"}},{"insert":" and "},{"insert":{"card-link":"Marang River Regent // Coil and Catch"}},{"insert":" provide backup rescue effects.\n\n"},{"attributes":{"underline":true},"insert":"Dragons"},{"insert":"\nEach dragon provides different utility - Dragons with omens are particularly helpful since Arthur will put them onto the battlefield, then return them to hand so we can cast the omen or the dragon as needed - see "},{"insert":{"card-link":"Runescale Stormbrood // Chilling Screech"}},{"insert":" and "},{"insert":{"card-link":"Marang River Regent // Coil and Catch"}},{"insert":", a few like "},{"insert":{"card-link":"Terror of Mount Velus"}},{"insert":" and "},{"insert":{"card-link":"Hellkite Tyrant"}},{"insert":" represent win conditions on their own, while others provide draw and protection. These are primarily the creatures we'll want to flip onto the field with Arthur's combat ability, especially those with ETB effects.\n\n"},{"attributes":{"underline":true},"insert":"ETB and Blink Effects"},{"insert":"\nThese are here to take advantage of Arthur's ability to flip ETB effects onto the field faster than they should, so here's where the deck uses combo finishes including "},{"insert":{"card-link":"Altar of the Brood"}},{"insert":" "},{"insert":{"card-link":"Felidar Guardian"}},{"insert":", and "},{"insert":{"card-link":"Restoration Angel"}},{"insert":". These blink effects also help reset creatures Arthur put onto the battlefield so they'll stick around after combat. Most of these effects need to operate at instant speed to effectively turn off the 'return to hand' condition, so I've replaced a few effects ("},{"insert":{"card-link":"Daydream"}},{"insert":" and "},{"insert":{"card-link":"Mysterious Limousine"}},{"insert":" for "},{"insert":{"card-link":"Essence Flux"}},{"insert":" and"},{"insert":{"card-link":"Cloudshift"}},{"insert":" ) and prioritized those instants.\n\n \n"}]}



















































































