Narvuntien
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Commander
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{"ops":[{"insert":"The genesis of the deck idea was simple: what is the least popular colour to pair with Tolabow? From the few Tolabow decks on EDHrec, the answer was White. Green has ramp, Red has otters and spells, black has many uses for spare otter tokens, and white? Well, white has tokens. But I quickly discovered whites token power is mostly on non-instants and sorceries, anthems, token doublers, enters-the-battlefield creatures, etc. And so presented the challenge. Blue produces challenges of its own: the limitations of its removal and the challenge of turning the 1/1 tokens that Tolabow and friends pump out into an actual damage threat. White serves several purposes in the deck; the first is more efficient removal options, the second is defensive options, and the third is +1/+1 counters to pump the team. Originally, I had far more token producers; that was the point of the deck after all, but I found that an army of 1/1s without the means to pump them was not effective, and I needed the can trips and card velocity to generate damage through Tolabow. I also briefly considered proliferate, but found that deck to be far too complicated, requiring too many moving parts, and so I simplified.\n\n"},{"attributes":{"bold":true},"insert":"How does it win: "},{"insert":"An army of pumped tokens. This requires a three-step process. \nGenerate tokens, either with Tolabow or the deck's many backups"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Protect the team; having a lot of creatures can make you scary, even if they are 1/1s. Don't let them die"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Pump the team and smash through your opponents' defences."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Things to remember: "},{"insert":"You need spells in hand to both build your token army and to pump them on the kill turn; do not use everything you have to produce your army when you cannot protect them or pump them.\n\n"},{"attributes":{"bold":true},"insert":"Wildcard: "},{"insert":"There is no way I am going to miss the opportunity to use "},{"insert":{"card-link":"Opposition"}},{"insert":" and an army of tokens to control my opponents' boards. \n\n\n"}]}
Tolabow, Loch Rascal
Rulebreaker — If Tolabow, Loch Rascal is your commander, the color identity of instant and sorcery cards in your deck can include one color of your choice not in your commander's color identity, and your deck can have any basic land cards.
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess. (Whenever you cast a noncreature spell, it gets +1/+1 until end of turn.)
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess. (Whenever you cast a noncreature spell, it gets +1/+1 until end of turn.)
Legendary Creature - Otter

Commander
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Artifact
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Drake Hatcher
Vigilance, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever this creature deals combat damage to a player, put that many incubation counters on it.
Remove three incubation counters from this creature: Create a 2/2 blue Drake creature token with flying.
Whenever this creature deals combat damage to a player, put that many incubation counters on it.
Remove three incubation counters from this creature: Create a 2/2 blue Drake creature token with flying.
Creature - Human Wizard

Kitsa, Otterball Elite
Vigilance
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Legendary Creature - Wizard Otter

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

Thunderclap Drake
Flying
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Creature - Drake

Creature
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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

Stormchaser's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 1/1 blue and red Otter creature token with prowess.
: Level 2
When this Class becomes level 2, return target instant or sorcery card from your graveyard to your hand.
: Level 3
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess.
When this Class enters, create a 1/1 blue and red Otter creature token with prowess.
: Level 2
When this Class becomes level 2, return target instant or sorcery card from your graveyard to your hand.
: Level 3
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess.
Enchantment - Class

Enchantment
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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

Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Consult the Star Charts
Kicker (You may pay an additional as you cast this spell.)
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Instant

Will of the Mardu
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
• Will of the Mardu deals damage to target creature equal to the number of creatures you control.
• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
• Will of the Mardu deals damage to target creature equal to the number of creatures you control.
Instant

Instant
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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

Great Hall of the Biblioplex
: Add .
, Pay 1 life: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell.
: If this land isn't a creature, it becomes a 2/4 Wizard creature with "Whenever you cast an instant or sorcery spell, this creature gets +1/+0 until end of turn." It's still a land.
, Pay 1 life: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell.
: If this land isn't a creature, it becomes a 2/4 Wizard creature with "Whenever you cast an instant or sorcery spell, this creature gets +1/+0 until end of turn." It's still a land.
Land

Land
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Collective Effort
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls.
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls.
Sorcery

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

Sorcery
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"The genesis of the deck idea was simple: what is the least popular colour to pair with Tolabow? From the few Tolabow decks on EDHrec, the answer was White. Green has ramp, Red has otters and spells, black has many uses for spare otter tokens, and white? Well, white has tokens. But I quickly discovered whites token power is mostly on non-instants and sorceries, anthems, token doublers, enters-the-battlefield creatures, etc. And so presented the challenge. Blue produces challenges of its own: the limitations of its removal and the challenge of turning the 1/1 tokens that Tolabow and friends pump out into an actual damage threat. White serves several purposes in the deck; the first is more efficient removal options, the second is defensive options, and the third is +1/+1 counters to pump the team. Originally, I had far more token producers; that was the point of the deck after all, but I found that an army of 1/1s without the means to pump them was not effective, and I needed the can trips and card velocity to generate damage through Tolabow. I also briefly considered proliferate, but found that deck to be far too complicated, requiring too many moving parts, and so I simplified.\n\n"},{"attributes":{"bold":true},"insert":"How does it win: "},{"insert":"An army of pumped tokens. This requires a three-step process. \nGenerate tokens, either with Tolabow or the deck's many backups"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Protect the team; having a lot of creatures can make you scary, even if they are 1/1s. Don't let them die"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Pump the team and smash through your opponents' defences."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Things to remember: "},{"insert":"You need spells in hand to both build your token army and to pump them on the kill turn; do not use everything you have to produce your army when you cannot protect them or pump them.\n\n"},{"attributes":{"bold":true},"insert":"Wildcard: "},{"insert":"There is no way I am going to miss the opportunity to use "},{"insert":{"card-link":"Opposition"}},{"insert":" and an army of tokens to control my opponents' boards. \n\n\n"}]}









































































