ToasterMan22
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Commander
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{"ops":[{"insert":"So this is based on Based Deck Departments original "},{"insert":{"card-link":"Lyse Hext"}},{"insert":" voltron deck, video here https://www.youtube.com/watch?v=RAvXi-Qhfmg. All original cards were moved to the maybe board with a few extras and the lands were reoptomized.\n\nThere are a few philosophical changes to the deck that were made here. First, the big finishers were based on hand size and enchantments sticking. This doesn't work because the best removal spells are white and if you protect commander from white while white enchantments are attached then they fall off. Then hand size is not a guarantee and based on experience it can dwindle quickly. Second, buffs were almost all temporary which if you do the math wrong or have a bad draw then you're back at square one. Third there's group hug\n\nBig changes that were made include removal of group hug, a focus on +1/+1 counters because those stick without enchantments and less flying for more unblockable because there's no trample. \n\n"},{"insert":{"card-link":"Nerd Rage"}},{"insert":", "},{"insert":{"card-link":"Empyrial Armor"}},{"insert":", and "},{"insert":{"card-link":"Hand of Vecna"}},{"insert":" have been swapped for "},{"insert":{"card-link":"Graduation Day"}},{"insert":", "},{"insert":{"card-link":"Stark's Ingenuity"}},{"insert":", and to a lesser extent "},{"insert":{"card-link":"Ordeal of Thassa"}},{"insert":" . "},{"insert":{"card-link":"Proft's Eidetic Memory"}},{"insert":" was originally here and had the right idea. Put +1/+1 counters on commander until you can always one-hit KO an opponent. There are also now cards that add a counter like "},{"insert":{"card-link":"Honor"}},{"insert":", "},{"insert":{"card-link":"That's Rough Buddy"}},{"insert":", and "},{"insert":{"card-link":"Unstable Experiment"}},{"insert":" .\n\nThe final piece is that you may not always have enough draw. Most cards just replace themselves and then fizzle out. "},{"insert":{"card-link":"Precognition Field"}},{"insert":" and "},{"insert":{"card-link":"Gale, Waterdeep Prodigy"}},{"insert":" aim to fix this with allowing for cards to be played from the top of deck and graveyard respectively.\n\nOther players target you very quickly after you one-hit KO another player, so "},{"insert":{"card-link":"Capture of Jingzhou"}},{"insert":" and "},{"insert":{"card-link":"Temporal Manipulation"}},{"insert":" exist to hopefully make it possible to knock out 2 birds with one stone. They haven't been tested yet, so your mileage may vary.\n\n"}]}
Commander
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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

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

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

Draw
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Enchantment
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Security Bypass
Enchant creature
As long as enchanted creature is attacking alone, it can't be blocked.
Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)
As long as enchanted creature is attacking alone, it can't be blocked.
Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)
Enchantment - Aura

Steel of the Godhead
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
Enchantment - Aura

Evasion
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Land
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Center Soul
Target creature you control gains protection from the color of your choice until end of 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.)
Instant

Emerge Unscathed
Target creature you control gains protection from the color of your choice until end of 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.)
Instant

Veil of Secrecy
Target creature gains shroud until end of turn and can't be blocked this turn. (A creature with shroud can't be the target of spells or abilities.)
Splice onto Arcane—Return a blue creature you control to its owner's hand. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane—Return a blue creature you control to its owner's hand. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Protection
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Ramp
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Gale, Waterdeep Prodigy
Whenever you cast an instant or sorcery spell from your hand, you may cast up to one target card of the other type from your graveyard. If a spell cast from your graveyard this way would be put into your graveyard, exile it instead.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Wizard

Recursion
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Courageous Resolve
Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.)
Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn.
Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn.
Instant

Omen of the Sea
Flash (You may cast this spell any time you could cast an instant.)
When this enchantment enters, scry 2, then draw a card.
, Sacrifice this enchantment: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
When this enchantment enters, scry 2, then draw a card.
, Sacrifice this enchantment: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Enchantment

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

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"So this is based on Based Deck Departments original "},{"insert":{"card-link":"Lyse Hext"}},{"insert":" voltron deck, video here https://www.youtube.com/watch?v=RAvXi-Qhfmg. All original cards were moved to the maybe board with a few extras and the lands were reoptomized.\n\nThere are a few philosophical changes to the deck that were made here. First, the big finishers were based on hand size and enchantments sticking. This doesn't work because the best removal spells are white and if you protect commander from white while white enchantments are attached then they fall off. Then hand size is not a guarantee and based on experience it can dwindle quickly. Second, buffs were almost all temporary which if you do the math wrong or have a bad draw then you're back at square one. Third there's group hug\n\nBig changes that were made include removal of group hug, a focus on +1/+1 counters because those stick without enchantments and less flying for more unblockable because there's no trample. \n\n"},{"insert":{"card-link":"Nerd Rage"}},{"insert":", "},{"insert":{"card-link":"Empyrial Armor"}},{"insert":", and "},{"insert":{"card-link":"Hand of Vecna"}},{"insert":" have been swapped for "},{"insert":{"card-link":"Graduation Day"}},{"insert":", "},{"insert":{"card-link":"Stark's Ingenuity"}},{"insert":", and to a lesser extent "},{"insert":{"card-link":"Ordeal of Thassa"}},{"insert":" . "},{"insert":{"card-link":"Proft's Eidetic Memory"}},{"insert":" was originally here and had the right idea. Put +1/+1 counters on commander until you can always one-hit KO an opponent. There are also now cards that add a counter like "},{"insert":{"card-link":"Honor"}},{"insert":", "},{"insert":{"card-link":"That's Rough Buddy"}},{"insert":", and "},{"insert":{"card-link":"Unstable Experiment"}},{"insert":" .\n\nThe final piece is that you may not always have enough draw. Most cards just replace themselves and then fizzle out. "},{"insert":{"card-link":"Precognition Field"}},{"insert":" and "},{"insert":{"card-link":"Gale, Waterdeep Prodigy"}},{"insert":" aim to fix this with allowing for cards to be played from the top of deck and graveyard respectively.\n\nOther players target you very quickly after you one-hit KO another player, so "},{"insert":{"card-link":"Capture of Jingzhou"}},{"insert":" and "},{"insert":{"card-link":"Temporal Manipulation"}},{"insert":" exist to hopefully make it possible to knock out 2 birds with one stone. They haven't been tested yet, so your mileage may vary.\n\n"}]}
































































































