Cvroonland
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Commander
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{"ops":[{"insert":"Welcome to the Tower of WHTZ!\n\nThis isn't commander but a commander inspired variant, so a few cards are banned in commander. Proxying those cards or the entire tower is encouraged as it ain't cheap. \n\nSo, what is Tower of WHTZ? It's a 396 card tower of Azorius counters, blink, interaction, and the wildest win condition "},{"insert":{"card-link":"Battle of Wits"}},{"insert":" ! the goal is simple, find the wittiest Whtz that wins with wits! The rules are built for fun and a challenge! Will you fight over control of Battle of wits or will you gather power to win through commander damage? Use your Whtz and find what you think is the best way forward!\n\nRule 1. Players must play "},{"insert":{"card-link":"Whtz, the Bibliophile"}},{"insert":"as their commander. \n\nRule 2. Players can only win 2 ways. 1 with Battle of wits, 2 through commander damage. \n\nRule 3. Players life can go negative but unless they die to commander damage or another player wins with Battle of wits they will still be in the game. \n\nRule 4. The library and graveyard are shared by all 4 players. \n\nRule 5. You can still loose to an unpaid "},{"insert":{"card-link":"Pact of Negation"}},{"insert":" trigger. \n\nRule 6. Effects with \"you (or players) have no maximum hand size are banned. ones that make effect hand size but don't make it unlimited are legal (e.g. "},{"insert":{"card-link":"The Ten Rings"}},{"insert":") are legal.\n\nRule 7. Effects that exile the entire graveyard are banned.\n\nRule 8. If Battle of wits, "},{"insert":{"card-link":"Ulamog, the Ceaseless Hunger"}},{"insert":" , or "},{"insert":{"card-link":"Kozilek, Butcher of Truth"}},{"insert":" are exiled from any zone instead shuffle them into the library.\n\nTo avoid too many mulligans due to players search for battle of wits, and to guarantee access to both colors of mana the mulligan rules are as follows:\n\n1. Each player will get one snow covered plains and one snow covered island at the beginning of the game \n\n2. They will then draw 5 cards. \n\n3. If a player chooses to mulligan that hand they place the plains and island down puts the 5 they drew to the bottom and draw 5 more cards. They put one of those 5 cards to the bottom and can then take the island and plains back into their hand. \n\n6. You repeat this process for each mulligan going down one card per mulligan. A player cannot mulligan away the two basics. \n\nRules clarification for shared library \n\n1. All draws from the library are placed on the stack and if anyone puts another draw on the stack those draws will resolve using the stack's last in first out rules. \n\n2. Effects that cause multiple people to draw will resolve active player then turn order. For example if player 1 casts "},{"insert":{"card-link":"Prosperity"}},{"insert":" player 1 would draw their cards first, then player 2 then player 3 then player 4\n\n3. Cards that refer to your or an opponent's graveyard or library apply to the shared library and graveyard equally. \n\nHouse rules are encouraged and if you have ones you find fun please comment them as I may add them here to the primer in \"Suggested house rules\" \n\nCards you think would be good additions that are not in this list please comment with them. This is the earliest version of the deck. Scryfall is great but I definitely haven't seen every artifact, land, white or blue card in existence. \n\nSuggested shuffle method. \n\nBreak the tower in 4 giving each player just under 100 cards. Each player shuffles their cards and separates them into 4 piles. Pass one pile at random to your left. The one you get shuffle into one of your piles. Pass your large pile to the left and repeat until you have one sack of cards remaining. Place piles randomly in the tower. \n\nCommunity House Rules \n\n1. You may add "},{"insert":{"card-link":"Yorion, Sky Nomad"}},{"insert":" to the companion zone of the deck. if you do, it's to hand cost can be done at instant speed by any player. There can be more than one person who attempts to get the Yorion from the companion zone, if another player pays it's to hand cost last the to hand will be resolved in last in first out order.\n\n2. Play with Battle of wits in a marked sleeve. \n\nExperimental rules:\n\n1. The player with the most life at the end of the game may change a single card in the deck. Check the list every year for updates and an annual reset to the deck. \n\n2. Drawing for opening turn follows the same rules as commander.\n\n3. Initial draw: player one doesn't draw, player 2 draws, player 3 scry 1 draw, player 4 starts turn one upkeep with a tapped basic (they can use either of their seeded basics for this) and scry 1 draw. \n\nStrategic Tips\n\n1. Much of the removal is top deck removal. If a player wants to deny access to a card to an opponent, forcing the draw can often be wrong. Instead let others go for the draw then tutor to change the draws entirely and mess with what those players game plans were. \n\n2. Don't count out brawn over brains in the format. There are multiple enchantments that can make WHTZ massive. One shoting players is very accomplishable. \n\n3. Remember the draws go on the stack so you can interact with them. there are priority windows that allow for changing specific cards. \n\n4. Often a player may go for the battle of wits win by drawing the deck discarding to hand size and holding a grip of counter magic to protect the wits. This is the moment stifle shines. Stifle the trigger on the titan shuffle and then have the table defend the stifle to stop a wits win is viable. But be warned, this is also the scenario with the highest chance of causing the table to deck out. \n\n5. Remember the person who draws first looses. In a battle over the top of the deck the last draw goes on the top of the stack so that player will get the card you wanted. you can do this to manipulate the table as well tutoring a bad card to the top to make them fight over a bad resource because they thought it was good. \n\n6. This is a resource game, get as much ramp and interaction as possible and protect your chosen win. \n"}]}
Commander
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

Yorion, Sky Nomad
Companion — Your starting deck contains at least twenty cards more than the minimum deck size. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Flying
When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.
Flying
When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.
Legendary Creature - Bird Serpent

Blink
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Board Wipes
Board Wipes
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Bounce
Into the Flood Maw
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant

Bounce
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Copy
Copy
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Counters
Bilbo's Gambit
Gift a Treasure (You may promise an opponent a gift as you cast this spell. If you do, they create a Treasure token before its other effects. It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn.
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn.
Instant

Delay
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant

Counters
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Creature
Beza, the Bounding Spring
When Beza enters, create a Treasure token if an opponent controls more lands than you. You gain 4 life if an opponent has more life than you. Create two 1/1 blue Fish creature tokens if an opponent controls more creatures than you. Draw a card if an opponent has more cards in hand than you.
Legendary Creature - Elemental Elk

Creature
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Draw
Champion of Wits
When this creature enters, you may draw cards equal to its power. If you do, discard two cards.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Wizard with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Wizard with no mana cost. Eternalize only as a sorcery.)
Creature - Wizard Snake

Emergency Powers
Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Emergency Powers.
Addendum — If you cast this spell during your main phase, you may put a permanent card with mana value 7 or less from your hand onto the battlefield.
Addendum — If you cast this spell during your main phase, you may put a permanent card with mana value 7 or less from your hand onto the battlefield.
Instant

Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer

Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer

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

Jace, the Mind Sculptor
+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library.
0: Draw three cards, then put two cards from your hand on top of your library in any order.
−1: Return target creature to its owner's hand.
−12: Exile all cards from target player's library, then that player shuffles their hand into their library.
0: Draw three cards, then put two cards from your hand on top of your library in any order.
−1: Return target creature to its owner's hand.
−12: Exile all cards from target player's library, then that player shuffles their hand into their library.
Legendary Planeswalker - Jace

Memory Deluge
Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant

Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Teferi, Master of Time
You may activate loyalty abilities of Teferi on any player's turn any time you could cast an instant.
+1: Draw a card, then discard a card.
−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
−10: Take two extra turns after this one.
+1: Draw a card, then discard a card.
−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
−10: Take two extra turns after this one.
Legendary Planeswalker - Teferi

Teferi, Temporal Archmage
+1: Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
−1: Untap up to four target permanents.
−10: You get an emblem with "You may activate loyalty abilities of planeswalkers you control on any player's turn any time you could cast an instant."
Teferi, Temporal Archmage can be your commander.
−1: Untap up to four target permanents.
−10: You get an emblem with "You may activate loyalty abilities of planeswalkers you control on any player's turn any time you could cast an instant."
Teferi, Temporal Archmage can be your commander.
Legendary Planeswalker - Teferi

Draw
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Enchantment
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

Eidolon of Countless Battles
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
This creature and enchanted creature each get +1/+1 for each creature you control and +1/+1 for each Aura you control.
This creature and enchanted creature each get +1/+1 for each creature you control and +1/+1 for each Aura you control.
Creature Enchantment - Spirit

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

Enchantment
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Flash
Complete the Circuit
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.)
You may cast sorcery spells this turn as though they had flash.
When you next cast an instant or sorcery spell this turn, copy that spell twice. You may choose new targets for the copies.
You may cast sorcery spells this turn as though they had flash.
When you next cast an instant or sorcery spell this turn, copy that spell twice. You may choose new targets for the copies.
Instant

Teferi, Time Raveler
Each opponent can cast spells only any time they could cast a sorcery.
+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
Legendary Planeswalker - Teferi

Flash
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hate
hate
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Land
Adagia, Windswept Bastion
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
Land - Planet

Dark Depths
Dark Depths enters with ten ice counters on it.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Legendary Snow Land

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

Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Monumental Henge
This land enters tapped unless you control a Plains.
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Land

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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

Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land

Land
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Mill
Mill
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Proliferate
The Chain Veil
At the beginning of your end step, if you didn't activate a loyalty ability of a planeswalker this turn, you lose 2 life.
, : For each planeswalker you control, you may activate one of its loyalty abilities once this turn as though none of its loyalty abilities have been activated this turn.
, : For each planeswalker you control, you may activate one of its loyalty abilities once this turn as though none of its loyalty abilities have been activated this turn.
Legendary Artifact

Proliferate
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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

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

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
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

Discerning Financier
At the beginning of your upkeep, if an opponent controls more lands than you, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
: Choose another player. That player gains control of target Treasure you control. You draw a card.
: Choose another player. That player gains control of target Treasure you control. You draw a card.
Creature - Human Noble

Lotus Bloom
Suspend 3— (Rather than cast this card from your hand, pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
, Sacrifice this artifact: Add three mana of any one color.
, Sacrifice this artifact: Add three mana of any one color.
Artifact

Urza, Lord Protector
Artifact, instant, and sorcery spells you cast cost less to cast.
: If you both own and control Urza, Lord Protector and an artifact named The Mightstone and Weakstone, exile them, then meld them into Urza, Planeswalker. Activate only as a sorcery.
: If you both own and control Urza, Lord Protector and an artifact named The Mightstone and Weakstone, exile them, then meld them into Urza, Planeswalker. Activate only as a sorcery.
Legendary Creature - Human Artificer

Ramp
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Recursion
Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

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

Recursion
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Removal
Parting Gust
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Instant

Skyclave Apparition
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creature - Spirit Kor

Teferi, Hero of Dominaria
+1: Draw a card. At the beginning of the next end step, untap up to two lands.
−3: Put target nonland permanent into its owner's library third from the top.
−8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."
−3: Put target nonland permanent into its owner's library third from the top.
−8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."
Legendary Planeswalker - Teferi

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

Removal
(CTRL to add secondary)
Shuffle
Kozilek, Butcher of Truth
When you cast this spell, draw four cards.
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Kozilek is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Kozilek is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Legendary Creature - Eldrazi

Shuffle
(CTRL to add secondary)
Top deck manipulation
Riptide Gearhulk
Double strike
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, for each opponent, put up to one target nonland permanent that player controls into its owner's library third from the top.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, for each opponent, put up to one target nonland permanent that player controls into its owner's library third from the top.
Creature Artifact - Construct

The Reality Chip
You may look at the top card of your library any time.
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Legendary Creature Artifact - Equipment Jellyfish

Top deck manipulation
(CTRL to add secondary)
Tutor
Ranger-Captain of Eos
When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Creature - Human Soldier Ranger

Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Angel

Tezzeret, Cruel Captain
Whenever an artifact you control enters, put a loyalty counter on Tezzeret.
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
Legendary Planeswalker - Tezzeret

Tutor
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Untap
Untap
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Maybeboard
Regenerations Restored
Vanishing 12 (This enchantment enters with twelve time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever one or more time counters are removed from this enchantment, scry 1 and you gain 1 life. Then if this enchantment has no time counters on it, exile it. When you do, take an extra turn after this one.
Whenever one or more time counters are removed from this enchantment, scry 1 and you gain 1 life. Then if this enchantment has no time counters on it, exile it. When you do, take an extra turn after this one.
Enchantment

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

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Deck Info
Deck stats
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Description
{"ops":[{"insert":"Welcome to the Tower of WHTZ!\n\nThis isn't commander but a commander inspired variant, so a few cards are banned in commander. Proxying those cards or the entire tower is encouraged as it ain't cheap. \n\nSo, what is Tower of WHTZ? It's a 396 card tower of Azorius counters, blink, interaction, and the wildest win condition "},{"insert":{"card-link":"Battle of Wits"}},{"insert":" ! the goal is simple, find the wittiest Whtz that wins with wits! The rules are built for fun and a challenge! Will you fight over control of Battle of wits or will you gather power to win through commander damage? Use your Whtz and find what you think is the best way forward!\n\nRule 1. Players must play "},{"insert":{"card-link":"Whtz, the Bibliophile"}},{"insert":"as their commander. \n\nRule 2. Players can only win 2 ways. 1 with Battle of wits, 2 through commander damage. \n\nRule 3. Players life can go negative but unless they die to commander damage or another player wins with Battle of wits they will still be in the game. \n\nRule 4. The library and graveyard are shared by all 4 players. \n\nRule 5. You can still loose to an unpaid "},{"insert":{"card-link":"Pact of Negation"}},{"insert":" trigger. \n\nRule 6. Effects with \"you (or players) have no maximum hand size are banned. ones that make effect hand size but don't make it unlimited are legal (e.g. "},{"insert":{"card-link":"The Ten Rings"}},{"insert":") are legal.\n\nRule 7. Effects that exile the entire graveyard are banned.\n\nRule 8. If Battle of wits, "},{"insert":{"card-link":"Ulamog, the Ceaseless Hunger"}},{"insert":" , or "},{"insert":{"card-link":"Kozilek, Butcher of Truth"}},{"insert":" are exiled from any zone instead shuffle them into the library.\n\nTo avoid too many mulligans due to players search for battle of wits, and to guarantee access to both colors of mana the mulligan rules are as follows:\n\n1. Each player will get one snow covered plains and one snow covered island at the beginning of the game \n\n2. They will then draw 5 cards. \n\n3. If a player chooses to mulligan that hand they place the plains and island down puts the 5 they drew to the bottom and draw 5 more cards. They put one of those 5 cards to the bottom and can then take the island and plains back into their hand. \n\n6. You repeat this process for each mulligan going down one card per mulligan. A player cannot mulligan away the two basics. \n\nRules clarification for shared library \n\n1. All draws from the library are placed on the stack and if anyone puts another draw on the stack those draws will resolve using the stack's last in first out rules. \n\n2. Effects that cause multiple people to draw will resolve active player then turn order. For example if player 1 casts "},{"insert":{"card-link":"Prosperity"}},{"insert":" player 1 would draw their cards first, then player 2 then player 3 then player 4\n\n3. Cards that refer to your or an opponent's graveyard or library apply to the shared library and graveyard equally. \n\nHouse rules are encouraged and if you have ones you find fun please comment them as I may add them here to the primer in \"Suggested house rules\" \n\nCards you think would be good additions that are not in this list please comment with them. This is the earliest version of the deck. Scryfall is great but I definitely haven't seen every artifact, land, white or blue card in existence. \n\nSuggested shuffle method. \n\nBreak the tower in 4 giving each player just under 100 cards. Each player shuffles their cards and separates them into 4 piles. Pass one pile at random to your left. The one you get shuffle into one of your piles. Pass your large pile to the left and repeat until you have one sack of cards remaining. Place piles randomly in the tower. \n\nCommunity House Rules \n\n1. You may add "},{"insert":{"card-link":"Yorion, Sky Nomad"}},{"insert":" to the companion zone of the deck. if you do, it's to hand cost can be done at instant speed by any player. There can be more than one person who attempts to get the Yorion from the companion zone, if another player pays it's to hand cost last the to hand will be resolved in last in first out order.\n\n2. Play with Battle of wits in a marked sleeve. \n\nExperimental rules:\n\n1. The player with the most life at the end of the game may change a single card in the deck. Check the list every year for updates and an annual reset to the deck. \n\n2. Drawing for opening turn follows the same rules as commander.\n\n3. Initial draw: player one doesn't draw, player 2 draws, player 3 scry 1 draw, player 4 starts turn one upkeep with a tapped basic (they can use either of their seeded basics for this) and scry 1 draw. \n\nStrategic Tips\n\n1. Much of the removal is top deck removal. If a player wants to deny access to a card to an opponent, forcing the draw can often be wrong. Instead let others go for the draw then tutor to change the draws entirely and mess with what those players game plans were. \n\n2. Don't count out brawn over brains in the format. There are multiple enchantments that can make WHTZ massive. One shoting players is very accomplishable. \n\n3. Remember the draws go on the stack so you can interact with them. there are priority windows that allow for changing specific cards. \n\n4. Often a player may go for the battle of wits win by drawing the deck discarding to hand size and holding a grip of counter magic to protect the wits. This is the moment stifle shines. Stifle the trigger on the titan shuffle and then have the table defend the stifle to stop a wits win is viable. But be warned, this is also the scenario with the highest chance of causing the table to deck out. \n\n5. Remember the person who draws first looses. In a battle over the top of the deck the last draw goes on the top of the stack so that player will get the card you wanted. you can do this to manipulate the table as well tutoring a bad card to the top to make them fight over a bad resource because they thought it was good. \n\n6. This is a resource game, get as much ramp and interaction as possible and protect your chosen win. \n"}]}








































































































































































































































































































































