SerenaFellOmen
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Commander
Size: 100Salt sum: 38.68
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Blink Expedition
Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

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

Blink Expedition
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Card Advantage
Card Advantage
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Expedition Crew
Expedition Crew
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Finisher
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

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

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

Trigger Multipliers
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Venture and Initiative
Eccentric Apprentice
Flying
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.
Creature - Wizard Tiefling

Imoen, Mystic Trickster
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon.
Choose a Background (You can have a Background as a second commander.)
At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Wizard Rogue

Sarevok's Tome
When this artifact enters, you take the initiative.
: Add . If you have the initiative, add instead.
, : Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.
: Add . If you have the initiative, add instead.
, : Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.
Artifact - Book

Seasoned Dungeoneer
When this creature enters, you take the initiative.
Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Creature - Human Warrior

Tomb of Horrors Adventurer
When this creature enters, you take the initiative.
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
Creature - Elf Monk

Venture and Initiative
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Hey everyone~! 🗺️🏰🗝️🐉✨\n\nWelcome to Please Stay With the Tour Group!, Hama Pashar’s completely safe, properly licensed, and absolutely not cursed expedition through every dungeon we can find.\n\nHama has one simple policy:\n\nWhenever we enter a room, we receive the room’s reward twice.\n\nWe do not move through two rooms.\n\nWe stand in the same room and loot it with both hands.\n\nThe expedition begins with Nadaar, Veteran Dungeoneer, Radiant Solar, Shortcut Seeker, Yuan-Ti Malison, and the rest of the venture crew repeatedly pushing us through Lost Mine of Phandelver, Dungeon of the Mad Mage, and Tomb of Annihilation.\n\nThen the initiative team opens the Undercity, which is apparently the premium members-only dungeon containing better treasure and substantially worse workplace safety.\n\nEvery dungeon offers a different route.\n\nLost Mine is the quick tour where we collect a few creatures, counters, cards, and small valuables before returning to the gift shop.\n\nDungeon of the Mad Mage is the full-day excursion. It includes life gain, scrying, Treasure, card draw, free spells, and enough branching corridors that several members of the group may legally be declared missing.\n\nTomb of Annihilation is the aggressive route.\n\nThe waiver is mandatory.\n\nUndercity is where the really good treasure lives, so naturally every other player will attempt to steal the initiative and enter without paying admission.\n\nThey will be removed from the premises.\n\nDungeon Delver joins Hama in doubling the rooms again, meaning every room now resolves three times. A room offering one Treasure has accidentally funded a small kingdom. A room placing counters has created a regional threat. The final chamber of Undercity can start pulling several creatures out of the library while the tour guide quietly stops making eye contact.\n\nThe blink package keeps the expedition moving.\n\nEphemerate, Cloudshift, Soulherder, Thassa, Teleportation Circle, Brago, and Displacer Kitten repeatedly remove the guides from the premises and send them back through the front entrance.\n\nThis is not getting lost.\n\nThis is efficient route planning.\n\nPanharmonicon, Virtue of Knowledge, and Elesh Norn duplicate the crew’s entry triggers. One exhausted Veteran Dungeoneer can enter, leave, re-enter, and discover that the group has somehow advanced through half a dungeon during a single administrative error.\n\nPlease keep your wristband visible.\n\nOji, Mulldrifter, Cloudblazer, and Solemn Simulacrum provide the ordinary expedition supplies: cards, lands, blinking, and emotional support for anyone who has just realized the treasure chest has teeth.\n\nThe Council of Four supervises the paperwork.\n\nThey have several concerns.\n\nThe initiative creates the funniest part of the tour because ownership is determined through violence. If another player hits me, they steal the initiative and begin wandering through my premium dungeon experience.\n\nThis is unacceptable.\n\nSeasoned Dungeoneer helps one of my creatures walk through the opposing security team. Trailblazer’s Torch identifies the current expedition leader. White Plume Adventurer untaps the crew, while Feywild Caretaker begins producing Dragons as long as I maintain custody of the tourism badge.\n\nEventually, all the modest little room rewards become a full battlefield.\n\nNadaar makes the completed expedition crew larger. Githzerai Monk taps down the opposing creatures and gives my team flying. Akroma’s Will distributes the final set of combat qualifications and turns the archaeological survey into an airborne military operation.\n\nThere is no intentional infinite loop here.\n\nBrago’s suspicious Resonator machinery has been confiscated.\n\nLithoform Engine was also found in the basement attempting to duplicate the same paperwork forever and has been removed from the building.\n\nThis is a Dungeon deck because I want to use the Dungeon cards, choose routes, defend the initiative, blink the tour guides, and gradually turn a harmless field trip into a fully armed archaeological incident.\n\nStay behind the guide.\n\nDo not split the party.\n\nDo not touch the sarcophagus.\n\nThe mimic has already eaten one guest today. 💕\n"}]}


















































































