fattpenguin3
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Commander
Size: 100Salt sum: 41.11
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Commander
Commander
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Blink
Eldrazi Confluence
Choose three. You may choose the same mode more than once.
• Target creature gets +3/-3 until end of turn.
• Exile target nonland permanent, then return it to the battlefield tapped under its owner's control.
• Create a 1/1 colorless Eldrazi Scion creature token with "Sacrifice this token: Add ."
• Target creature gets +3/-3 until end of turn.
• Exile target nonland permanent, then return it to the battlefield tapped under its owner's control.
• Create a 1/1 colorless Eldrazi Scion creature token with "Sacrifice this token: Add ."
Instant

Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment

Blink
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Doublers
Echoes of Eternity
If a triggered ability of a colorless spell you control or another colorless permanent you control triggers, that ability triggers an additional time.
Whenever you cast a colorless spell, copy it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Whenever you cast a colorless spell, copy it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Enchantment Kindred - Eldrazi

Elspeth, Storm Slayer
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
Legendary Planeswalker - Elspeth

Doublers
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Draw
The Aetherspark
As long as The Aetherspark is attached to a creature, The Aetherspark can't be attacked and has "Whenever equipped creature deals combat damage during your turn, put that many loyalty counters on The Aetherspark."
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
Legendary Artifact Planeswalker - Equipment

Draw
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Equipment for stats/tokens
Adaptive Omnitool
Equipped creature gets +1/+1 for each artifact you control.
Whenever equipped creature attacks, look at the top six cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equip
Whenever equipped creature attacks, look at the top six cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equip
Artifact - Equipment

Andúril, Narsil Reforged
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead.
Equip
Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead.
Equip
Legendary Artifact - Equipment

Lost Jitte
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Legendary Artifact - Equipment

Machinist's Arsenal
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +2/+2 for each artifact you control and is an Artificer in addition to its other types.
Machina — Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +2/+2 for each artifact you control and is an Artificer in addition to its other types.
Machina — Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Strength-Testing Hammer
Whenever equipped creature attacks, roll a six-sided die. That creature gets +X/+0 until end of turn, where X is the result. Then if it has the greatest power or is tied for greatest power among creatures on the battlefield, draw a card.
Equip
Equip
Artifact - Equipment

Equipment for stats/tokens
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Game enders
Thousand Moons Smithy
When Thousand Moons Smithy enters, create a white Gnome Soldier artifact creature token with "This token's power and toughness are each equal to the number of artifacts and/or creatures you control."
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
Legendary Artifact


Game enders
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Land
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Protection
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

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
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Ramp
The Mind Stone
Indestructible
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
Legendary Artifact - Infinity Stone

Ramp
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Removal
Umezawa's Jitte
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Legendary Artifact - Equipment

Removal
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Tutor
Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This is a tokens deck that utilizes"},{"insert":{"card-link":"Ekthi, Contaminator Priest"}},{"insert":"'s ability to generate tokens by casting equipment due to living weapon, but that on its own didn't seem interesting enough, so I decided to have Ekthi as the only creature in the deck, making both an equipment deck and a tokens deck with only one creature in it. \n\nDue to most equipment not requiring colored mana to cast, I figured that for the lands to try and run the Tron lands. Although there few land tutors for any land in mono-white, especially without creatures (this deck runs "},{"insert":{"card-link":"Urza's Cave"}},{"insert":", "},{"insert":{"card-link":"Expedition Map"}},{"insert":" , and "},{"insert":{"card-link":"World Map"}},{"insert":" ), if we fetch planar nexus with one of them then it will automatically turn them on without the need for all three. This deck also runs plenty of good utility lands to fetch if extra mana is not needed; Both"},{"insert":{"card-link":"Urza's Saga"}},{"insert":" and "},{"insert":{"card-link":"Inventors' Fair"}},{"insert":" can fetch equipment for us, "},{"insert":{"card-link":"Talon Gates of Madara"}},{"insert":" and "},{"insert":{"card-link":"Abandoned Air Temple"}},{"insert":" can help swing in easier, and "},{"insert":{"card-link":"Vesuva"}},{"insert":" and "},{"insert":{"card-link":"Thespian's Stage"}},{"insert":" can copy another utility land/provide a second Tron land. There are also other multiple mana lands that work on their own in "},{"insert":{"card-link":"Mishra's Workshop"}},{"insert":" and "},{"insert":{"card-link":"Three Tree City"}},{"insert":", while "},{"insert":{"card-link":"Terrain Generator"}},{"insert":" can help ramp if you have multiple basics in your hand. As for non-land ramp, there is a mix mana rocks to get our commander out earlier as well as equipment to ramp us as they generate tokens.\n\nFor the equipment, there is a mix of equipment that mainly just provides stats, such as "},{"insert":{"card-link":"Colossus Hammer"}},{"insert":" and "},{"insert":{"card-link":"Hulkbuster Armor"}},{"insert":", equipment that synergizes with our tokens/equipment strategy such as "},{"insert":{"card-link":"Machinist's Arsenal"}},{"insert":" and "},{"insert":{"card-link":"Nettlecyst"}},{"insert":", and equipment that also has other utility. \n\nTo actually generate tokens, there are many cheap equipment spells, most of which make 1 token, although notably "},{"insert":{"card-link":"Brass Knuckles"}},{"insert":" and any equipment that already has living weapon, for mirrodin!, or job select will make 2 tokens. There is also a small blink package, with "},{"insert":{"card-link":"Teleportation Circle"}},{"insert":" being reusable and "},{"insert":{"card-link":"Eldrazi Confluence"}},{"insert":" making 3 tokens which can be either phyrexians if you blink an equipment, or scions from the third mode. There is also every non-creature token doubler that would work with the living weapon trigger, those being "},{"insert":{"card-link":"Renewed Solidarity"}},{"insert":" (on end step), "},{"insert":{"card-link":"Anointed Procession"}},{"insert":", "},{"insert":{"card-link":"Panharmonicon"}},{"insert":", "},{"insert":{"card-link":"Elspeth, Storm Slayer"}},{"insert":", and "},{"insert":{"card-link":"Echoes of Eternity"}},{"insert":", which actually quadruples most tokens due to copying the equipment on cast and then doubling the living weapon etb. \n\nAs for winning the game, due to the no other creatures we can't use some of the common win-cons in token decks such as "},{"insert":{"card-link":"Moonshaker Cavalry"}},{"insert":", although some of the common win-cons are still here, such as "},{"insert":{"card-link":"Cathars' Crusade"}},{"insert":" and "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":". On top of these, we also have "},{"insert":{"card-link":"Bloodforged Battle-Axe"}},{"insert":", which doubles both itself and our tokens each turn (assuming all battle-axe's connect), "},{"insert":{"card-link":"Thousand Moons Smithy // Barracks of the Thousand"}},{"insert":" can easily make very large creatures due to the deck generating creatures with most of its artifacts, and "},{"insert":{"card-link":"Divine Visitation"}},{"insert":" turns all of our 0/0's (which are 1/1's most of the time) into flying vigilant 4/4's. \n\nThere is also a generic board-wide protection package, although it mostly only protects creatures. For card advantage, the previously aforementioned inventor's fair and urza's saga, along with"},{"insert":{"card-link":"Steelshaper's Gift"}},{"insert":" and"},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":", can tutor depending on the situation, while a few of our equipment also draw cards, notably "},{"insert":{"card-link":"Skullclamp"}},{"insert":", which will draw 2 on cast due to generating a body that immediately dies, while"},{"insert":{"card-link":"Idol of Oblivion"}},{"insert":" will always be on if we cast an equipment earlier in the turn. Some of the best targets for said tutors are the win-cons, with "},{"insert":{"card-link":"Bloodforged Battle-Axe"}},{"insert":" notably being fetchable with Urza's Saga, skullclamp due to how many cards it can draw, any of the doubler's in the case of enlightened tutor, "},{"insert":{"card-link":"Masterwork of Ingenuity"}},{"insert":" to copy any equipment, "},{"insert":{"card-link":"Andúril, Narsil Reforged"}},{"insert":" to pump the board, "},{"insert":{"card-link":"Umezawa's Jitte"}},{"insert":" for removal, or one of the many equipment that ramp or pump based on number of creatures.\n\nFinally, I built this as a bracket 3 with no budget restrictions since I usually play online, but if you wanted to downgrade to a bracket 2 I'd swap the game changers as such:\n"},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" -> "},{"insert":{"card-link":"Open the Armory"}},{"insert":" \n"},{"insert":{"card-link":"Mishra's Workshop"}},{"insert":" -> "},{"insert":{"card-link":"Temple of the False God"}},{"insert":"\n"},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" -> "},{"insert":{"card-link":"Dawn's Truce"}},{"insert":"/"},{"insert":{"card-link":"Perch Protection"}},{"insert":"\nWhile I feel this would power it down enough to be a 2, you can also cut some of the non-equipment ramp or token doublers in favor of more equipment, removal, or protection.\n\nAs a side note, I really wanted to make "},{"insert":{"card-link":"Razor Boomerang"}},{"insert":", a famously bad card, a win-con through infinitely playing it using cost reducers to make it free and haste enablers to let the germ's it creates tap to return it to hand, but there are both too few haste enablers in mono-white and requires too many resources to set up if not focusing solely on this strategy, so I opted to not run it in favor of a more balanced deck, so it will be a project for another day.\n\nThat about sums it up, so thanks for reading all of this and I hope you enjoy!\n"}]}


































































