Magesofthebeach
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Commander
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{"ops":[{"insert":"So, your first question is probably - why?\n\nWell, the appeal of Commander as a format is that you get to start every game with a card in your hand, I'm just taking that idea to its logical conclusion.\nThis is a deck with 6 possible companions, the most a deck can achieve without running only lands. (Lutri is blocked by the cowards on the rules committee, Lurrus is incompatible with Keruga, as Gyaruda is with Obosh, and only Whytz can run Yorion as a companion, although sadly color identity means that's the only companion he can run.)\nAnd on a meta level, companion as a mechanic offers an interesting opportunnity for the out of the box deckbuilder. How many times have you wanted to try out a silly deck with a fun deckbuilding restriction, like 'Norman Osbourne but all the cards have to cost 2 mana', only for the table, acting in justified distrust, to sidewalk slam you out of existence before the silly gimmick can be apparent? (Or on the other side, had a player tell you that this Urza deck isn't like any of the others, only for them to Winter Orb you out of the game?) Companion is a way for the rules of the game to ensure the table that you are actually sticking to the silly gimmick. You pick your companion at the start of the game, and you can't deviate from the restriction without actually cheating (as opposed to merely lying, the social form of cheating). The more you run, the more information you provide to the table about the potential threats, or lack thereof, you present.\n\nNow, on the subject of cheating... technically 6 companions doesn't function. The format rules say your sideboard can contain a maximum possible 1 card as your companion. That said, if I have built a deck that follows 6 companion restrictions, I feel like I deserve to start with an extra 6 cards in my hand, that I have to pay 3 mana each to cast, in exchange for the kneecaps I gave up. This is a Bracket 2 deck, we're about doing silly things, it's not a crazy ask. But if you are at a table full of Rules Prosecutors (the most aggressive form of the Rules Lawyer), the deck is designed to function and win games using Umori or Jegantha as the sole companion, so it's not a huge deal.\n\nAlthough, perhaps 'design' is too generous a word to use. Our deck, including our commander, have to follow all the companion restrictions. Just by picking Arkazon we've locked ourselves into:\nOnly playing cards with mana value 3+, and lands"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Only playing planeswalkers and lands"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Only playing cards with an odd mana value"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This makes things a bit rough, at least with the Lurrus restriction we could have tried a low to the ground strategy, and a typical creature based commander would still give plenty of options Umori wouldn't object to. Odds only is the win we get here over the alternative, because while there are plenty of amazing planeswalkers at 2, 4, and 6, there aren't enough at 2 to realistically have any plays before turn 4 most games. And while Bracket 2 commander is slow, not doing anything for 4 turns is devastating regardless of format or pod. My masochism has also given us these restrictions:\nAll cards must have an activated ability"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No card can have 2 of the same symbol in the casting cost"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"All the creatures must be a Cat, Elemental, Nightmare, Dinosaur, or Beast."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"In order, Zirda's restriction is meaningless. Planeswalkers, by definition, always have activated loyalty abilities, so we've satisfied that prong. (Side note: this restriction does still technically prevent us from running certain lands. Urza's Saga, a card that would not be good in this deck anyways, has no activated abilities. It's a saga with a "},{"attributes":{"italic":true},"insert":"triggered ability"},{"insert":" that gives it activated abilities, meaning you can't run it while you have Zirda as a companion. Aren't the rules fun?) Jegantha's restriction is deeply meaningful for the deck. Planeswalkers, as the icons of Magic, are often used to show what colors, and their combinations, care about at their core. And they tend to reflect this in their casting cost, making 1(X)(X), where (X) is a colored mana pip, an "},{"attributes":{"italic":true},"insert":"incredibly"},{"insert":" common cost for planeswalkers, that we are now locked out of. Lastly, there's Kaheera's restriction. You would think, given all our other restrictions, this would be meaningless. We satisfy the restriction by running no creatures that aren't any of those types (which "},{"attributes":{"italic":true},"insert":"does"},{"insert":" count), because we run 0 creatures. However, Grist is a planeswalker that would be otherwise legal in this deck, that unfortunately counts as an "},{"attributes":{"italic":true},"insert":"Insect"},{"insert":" during deckbuilding. Kaheera locks us out of a low curve option that makes tokens and removes creatures. Bad kitty.\n\nAll in all, that gives us 63 potential inclusions for this deck, including our commander and all the new Mystery Booster Commander planeswalkers. Yeah, that's correct, we "},{"attributes":{"italic":true},"insert":"only"},{"insert":" have 63 options for legal includes. We're running them all. A lot of them are very bad. Sorin, Imperious Bloodlord only does things if you have used Lorwyn Oko's +2 this game. But he's still technically a more valuable card than another land so... he goes into the deck. We put every possible ingredient in the stew, so what came out?\n\nShockingly, an actually playable deck. It's not going to win any tournaments any time soon, but if the standard of Bracket 2 is \"be comfortable playing this against a precon\", then this deck absolutely qualifies. Planeswalkers as a card type are just that pushed. Arkazon ends up having great synergy with companions as a mechanic, making him the canonically correct choice for an all planeswalker all companion deck (which I know you all were just desperate to make), over the other potential choice, Jared Carthalion. Increasing loyalty to remove threats to your board is great protection, and it turns out adding a companion to your hand is a great use of a Black Lotus token. And, as a bonus, if he sticks around long enough Arkazon refills your hand, which is very valuable if you haven't found your draw walkers yet. There's just enough ramp that we can, from time to time, go from 3 to 5 and get Arkazon a little early, but putting out a three mana walker that protects itself gives you a decent foothold into playing the game. The deck has obvious weaknesses, such as our need to play a bunch of cards with niche use cases, but Kasamina helps shore them up. While her ultimate isn't doing much of anything, giving War of the Spark planeswalkers plus abilities to help them stick around longer is very meaningful, and turning a useless walker into a fractal factory does a lot to shore up your board. We have enough removal options that we can disable individual threats to our board most of the time, but if the table gangs up on you, or one player amasses a token horde, there's likely not much you can do about it. And our three blink walkers end up being stars of the game a lot of the time, letting you play a walker, benefit from their very strong minus ability, and then have them come back rested and refreshed with default loyalty later. Aminatou even lets you double up on the target's ability, letting you get a lot of advantage pretty quickly.\n\nTo end the game, there are lots of planeswalkers with game ending ultimates, it's fairly hard to lose after popping the ult on Venser, the Sojourner or Teferi, Hero of Dominaria. But the best one by a country mile is Chandra, Legacy of Fire. Not only does she produce cartloads of mana the second she hits the table, but every time you pass she domes the whole table based on your board size. It's hard to board wipe planeswalkers, meaning you can usually stick a fair few out, but even with a large army of tokens, it can be hard to translate the advantage they give you into actual lethal damage. She fixes that problem and allows you to convert a card advantage victory into real actual victory.\n\nMystery Booster Commander is the first set you could make a deck like this function in, with as many companions as this. Arkazon, Venser, Sifa, and our Unlucky friend all help make the deck churn along and give it the mass of functional cards it needed to work in reality. Arkazon is the only captain I'd have at it's helm (at least until Urza's head is freed from silver-border purgatory), and he's a true captain, showing all the mortals why he's the final boss of Shandalar, taking names even with one (or six) hands tied behind his back.\n\n\n\tAn afterword, for the people who (somehow) haven't had enough of my ramblings about this deck. Firstly, because our companions are in our sideboard, they don't count against everyone else's companion restrictions, otherwise Jegantha couldn't mix with any of the others, Obosh and Umori would have beef, and Umori would fail their own condition. In addition, our manabase, while seemingly basic, is a considered decision, being the one part of the deck I had any discretion in creating. Commander is, luckily enough, a format where you can pass for 2 turns without instantly exploding. That gives us a little time to both fix our mana, and desperately squeeze our any advantage we can muster from our lands. Fetches have been the game's mana fixing solution for 23 years now, making them an obvious pick. Triomes would give us the best coverage, but being able to control your draws early on is way too valuable an advantage to give up. Getting all 5 colors on turn 5 is super important, but we do that consistently enough as is with surveils that we don't need to include triomes. Running the basics is a must, otherwise you risk getting blown out by every Ghost Quarter that passes by your table. In addition, you do need creature tokens to stick around to protect your walkers, and when Path to Exile is one of the most played removal spells in the format, not running a suite of basics to recover from it would be a real mistake. We don't run shocks or dual lands, because we need the rest of the land space for premier fixing (Command Tower, Interplanar Beacon, etc), or for utility (Takenuma is one of the very few ways this deck can recover a planeswalker that's died). It's probably mathematically correct to cut some number of surveils for shocks, but because basics are fetchable to turn fetches into untapped mana, you don't end up being punished enough of the time for it to be worth it to do that math. The land I'll get the most flack for is probably Untaidake. It's a tapland that costs life, can't cast the commander, and can't pay for companions to get into your hand. On the other hand, this is a deck where you are nearly guaranteed to not be able to play on curve during turns 1, 2, and 4. You can afford to play a tapland, and being able to play a 3 mana walker on 3, into a 5 mana one on 4 is more valuable than being able to 100% play Arkazon on 5 (and there are hands that let you do that anyways! The Unluckiest Planeswalker ends up being our mastermind's best friend). Mobilized District is also a useful meatshield (dirtshield?) for your walkers in a pinch, and a deck that seeks to cut out some of the more unhelpful planeswalkers (cough, Sorin), probably just wants to run more manlands. I didn't because the activation costs fighting with the planeswalkers you want to cast are clunky, and because unfetchable taplands "},{"attributes":{"italic":true},"insert":"really"},{"insert":" need to justify themselves, but I can absolutely hear and respect the arguments for many of them.\n"}]}
Arzakon
+2: Arzakon deals 3 damage to any other target.
−3: Create a Black Lotus token. (It's a artifact with ", Sacrifice this token: Add three mana of any one color.")
−7: Each player shuffles their hand and graveyard into their library, then draws seven cards.
Arzakon can be your commander.
−3: Create a Black Lotus token. (It's a artifact with ", Sacrifice this token: Add three mana of any one color.")
−7: Each player shuffles their hand and graveyard into their library, then draws seven cards.
Arzakon can be your commander.
Legendary Planeswalker - Arzakon

Commander
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Aminatou, the Fateshifter
+1: Draw a card, then put a card from your hand on top of your library.
−1: Exile another target permanent you own, then return it to the battlefield under your control.
−6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou controlled by the next player in the chosen direction.
Aminatou, the Fateshifter can be your commander.
−1: Exile another target permanent you own, then return it to the battlefield under your control.
−6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou controlled by the next player in the chosen direction.
Aminatou, the Fateshifter can be your commander.
Legendary Planeswalker - Aminatou

Venser, the Sojourner
+2: Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step.
−1: Creatures can't be blocked this turn.
−8: You get an emblem with "Whenever you cast a spell, exile target permanent."
−1: Creatures can't be blocked this turn.
−8: You get an emblem with "Whenever you cast a spell, exile target permanent."
Legendary Planeswalker - Venser

Venser, Visionary Traveler
Each nontoken creature you control that wasn't cast from your hand enters with two additional +1/+1 counters on it.
+1: Exile up to one other target permanent you control. At the beginning of the next end step, return that card to the battlefield under its owner's control.
−2: For each opponent, return up to one target nonland permanent that player controls to its owner's hand.
Venser, Visionary Traveler can be your commander.
+1: Exile up to one other target permanent you control. At the beginning of the next end step, return that card to the battlefield under its owner's control.
−2: For each opponent, return up to one target nonland permanent that player controls to its owner's hand.
Venser, Visionary Traveler can be your commander.
Legendary Planeswalker - Venser

Blink
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Ashiok, Nightmare Muse
+1: Create a 2/3 blue and black Nightmare creature token with "Whenever this token attacks or blocks, each opponent exiles the top two cards of their library."
−3: Return target nonland permanent to its owner's hand, then that player exiles a card from their hand.
−7: You may cast up to three spells from among face-up cards your opponents own from exile without paying their mana costs.
−3: Return target nonland permanent to its owner's hand, then that player exiles a card from their hand.
−7: You may cast up to three spells from among face-up cards your opponents own from exile without paying their mana costs.
Legendary Planeswalker - Ashiok

Daretti, Ingenious Iconoclast
+1: Create a 1/1 colorless Construct artifact creature token with defender.
−1: You may sacrifice an artifact. If you do, destroy target artifact or creature.
−6: Choose target artifact card in a graveyard or artifact on the battlefield. Create three tokens that are copies of it.
−1: You may sacrifice an artifact. If you do, destroy target artifact or creature.
−6: Choose target artifact card in a graveyard or artifact on the battlefield. Create three tokens that are copies of it.
Legendary Planeswalker - Daretti

Dovin, Grand Arbiter
+1: Until end of turn, whenever a creature you control deals combat damage to a player, put a loyalty counter on Dovin.
−1: Create a 1/1 colorless Thopter artifact creature token with flying. You gain 1 life.
−7: Look at the top ten cards of your library. Put three of them into your hand and the rest on the bottom of your library in a random order.
−1: Create a 1/1 colorless Thopter artifact creature token with flying. You gain 1 life.
−7: Look at the top ten cards of your library. Put three of them into your hand and the rest on the bottom of your library in a random order.
Legendary Planeswalker - Dovin

Garruk, Apex Predator
+1: Destroy another target planeswalker.
+1: Create a 3/3 black Beast creature token with deathtouch.
−3: Destroy target creature. You gain life equal to its toughness.
−8: Target opponent gets an emblem with "Whenever a creature attacks you, it gets +5/+5 and gains trample until end of turn."
+1: Create a 3/3 black Beast creature token with deathtouch.
−3: Destroy target creature. You gain life equal to its toughness.
−8: Target opponent gets an emblem with "Whenever a creature attacks you, it gets +5/+5 and gains trample until end of turn."
Legendary Planeswalker - Garruk

Huatli, Warrior Poet
+2: You gain life equal to the greatest power among creatures you control.
0: Create a 3/3 green Dinosaur creature token with trample.
−X: Huatli deals X damage divided as you choose among any number of target creatures. Creatures dealt damage this way can't block this turn.
0: Create a 3/3 green Dinosaur creature token with trample.
−X: Huatli deals X damage divided as you choose among any number of target creatures. Creatures dealt damage this way can't block this turn.
Legendary Planeswalker - Huatli

Jared Carthalion
+1: Create a 3/3 Kavu creature token with trample that's all colors.
−3: Choose up to two target creatures. For each of them, put a number of +1/+1 counters on it equal to the number of colors it is.
−6: Return target multicolored card from your graveyard to your hand. If that card was all colors, draw a card and create two Treasure tokens.
Jared Carthalion can be your commander.
−3: Choose up to two target creatures. For each of them, put a number of +1/+1 counters on it equal to the number of colors it is.
−6: Return target multicolored card from your graveyard to your hand. If that card was all colors, draw a card and create two Treasure tokens.
Jared Carthalion can be your commander.
Legendary Planeswalker - Jared

Jiang Yanggu
+1: Target creature gets +2/+2 until end of turn.
−1: If you don't control a creature named Mowu, create Mowu, a legendary 3/3 green Dog creature token.
−5: Until end of turn, target creature gains trample and gets +X/+X, where X is the number of lands you control.
−1: If you don't control a creature named Mowu, create Mowu, a legendary 3/3 green Dog creature token.
−5: Until end of turn, target creature gains trample and gets +X/+X, where X is the number of lands you control.
Legendary Planeswalker - Yanggu

Kaito Shizuki
At the beginning of your end step, if Kaito entered this turn, he phases out.
+1: Draw a card. Then discard a card unless you attacked this turn.
−2: Create a 1/1 blue Ninja creature token with "This token can't be blocked."
−7: You get an emblem with "Whenever a creature you control deals combat damage to a player, search your library for a blue or black creature card, put it onto the battlefield, then shuffle."
+1: Draw a card. Then discard a card unless you attacked this turn.
−2: Create a 1/1 blue Ninja creature token with "This token can't be blocked."
−7: You get an emblem with "Whenever a creature you control deals combat damage to a player, search your library for a blue or black creature card, put it onto the battlefield, then shuffle."
Legendary Planeswalker - Kaito

Kasmina, Enigma Sage
Each other planeswalker you control has the loyalty abilities of Kasmina.
+2: Scry 1.
−X: Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it.
−8: Search your library for an instant or sorcery card that shares a color with this planeswalker, exile that card, then shuffle. You may cast that card without paying its mana cost.
+2: Scry 1.
−X: Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it.
−8: Search your library for an instant or sorcery card that shares a color with this planeswalker, exile that card, then shuffle. You may cast that card without paying its mana cost.
Legendary Planeswalker - Kasmina

Lukka, Bound to Ruin
Compleated ( can be paid with , , or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters.)
+1: Add . Spend this mana only to cast creature spells or activate abilities of creatures.
−1: Create a 3/3 green Phyrexian Beast creature token with toxic 1.
−4: Lukka deals X damage divided as you choose among any number of target creatures and/or planeswalkers, where X is the greatest power among creatures you control as you activate this ability.
+1: Add . Spend this mana only to cast creature spells or activate abilities of creatures.
−1: Create a 3/3 green Phyrexian Beast creature token with toxic 1.
−4: Lukka deals X damage divided as you choose among any number of target creatures and/or planeswalkers, where X is the greatest power among creatures you control as you activate this ability.
Legendary Planeswalker - Lukka

Ob Nixilis, the Adversary
Casualty X. The copy isn't legendary and has starting loyalty X. (As you cast this spell, you may sacrifice a creature with power X. When you do, copy this spell. The copy becomes a token.)
+1: Each opponent loses 2 life unless they discard a card. If you control a Demon or Devil, you gain 2 life.
−2: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
−7: Target player draws seven cards and loses 7 life.
+1: Each opponent loses 2 life unless they discard a card. If you control a Demon or Devil, you gain 2 life.
−2: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
−7: Target player draws seven cards and loses 7 life.
Legendary Planeswalker - Nixilis

Teyo, Geometric Tactician
When Teyo enters, create a 0/4 white Wall creature token with defender and flying.
+1: You and target opponent each draw a card.
−2: Choose left or right. Until your next turn, each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.
+1: You and target opponent each draw a card.
−2: Choose left or right. Until your next turn, each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.
Legendary Planeswalker - Teyo

Creature Creation
(Ctrl to add secondary)
Ajani, Mentor of Heroes
+1: Distribute three +1/+1 counters among one, two, or three target creatures you control.
+1: Look at the top four cards of your library. You may reveal an Aura, creature, or planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
−8: You gain 100 life.
+1: Look at the top four cards of your library. You may reveal an Aura, creature, or planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
−8: You gain 100 life.
Legendary Planeswalker - Ajani

Elminster
Whenever you scry, the next instant or sorcery spell you cast this turn costs less to cast, where X is the number of cards looked at while scrying this way.
+2: Draw a card, then scry 2.
−3: Exile the top card of your library. Create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to that card's mana value.
Elminster can be your commander.
+2: Draw a card, then scry 2.
−3: Exile the top card of your library. Create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to that card's mana value.
Elminster can be your commander.
Legendary Planeswalker - Elminster

Lord Windgrace
+2: Discard a card, then draw a card. If a land card is discarded this way, draw an additional card.
−3: Return up to two target land cards from your graveyard to the battlefield.
−11: Destroy up to six target nonland permanents, then create six 2/2 green Cat Warrior creature tokens with forestwalk.
Lord Windgrace can be your commander.
−3: Return up to two target land cards from your graveyard to the battlefield.
−11: Destroy up to six target nonland permanents, then create six 2/2 green Cat Warrior creature tokens with forestwalk.
Lord Windgrace can be your commander.
Legendary Planeswalker - Windgrace

Nicol Bolas, God-Pharaoh
+2: Target opponent exiles cards from the top of their library until they exile a nonland card. Until end of turn, you may cast that card without paying its mana cost.
+1: Each opponent exiles two cards from their hand.
−4: Nicol Bolas deals 7 damage to target opponent, creature an opponent controls, or planeswalker an opponent controls.
−12: Exile each nonland permanent your opponents control.
+1: Each opponent exiles two cards from their hand.
−4: Nicol Bolas deals 7 damage to target opponent, creature an opponent controls, or planeswalker an opponent controls.
−12: Exile each nonland permanent your opponents control.
Legendary Planeswalker - Bolas

Quintorius Kand
Whenever you cast a spell from exile, Quintorius Kand deals 2 damage to each opponent and you gain 2 life.
+1: Create a 3/2 red and white Spirit creature token.
−3: Discover 4.
−6: Exile any number of target cards from your graveyard. Add for each card exiled this way. You may play those cards this turn.
+1: Create a 3/2 red and white Spirit creature token.
−3: Discover 4.
−6: Exile any number of target cards from your graveyard. Add for each card exiled this way. You may play those cards this turn.
Legendary Planeswalker - Quintorius

Ral, Izzet Viceroy
+1: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
−3: Ral deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
−8: You get an emblem with "Whenever you cast an instant or sorcery spell, this emblem deals 4 damage to any target and you draw two cards."
−3: Ral deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
−8: You get an emblem with "Whenever you cast an instant or sorcery spell, this emblem deals 4 damage to any target and you draw two cards."
Legendary Planeswalker - Ral

Rowan, Scholar of Sparks
Instant and sorcery spells you cast cost less to cast.
+1: Rowan deals 1 damage to each opponent. If you've drawn three or more cards this turn, she deals 3 damage to each opponent instead.
−4: You get an emblem with "Whenever you cast an instant or sorcery spell, you may pay . If you do, copy that spell. You may choose new targets for the copy."
+1: Rowan deals 1 damage to each opponent. If you've drawn three or more cards this turn, she deals 3 damage to each opponent instead.
−4: You get an emblem with "Whenever you cast an instant or sorcery spell, you may pay . If you do, copy that spell. You may choose new targets for the copy."
Legendary Planeswalker - Rowan


Sarkhan the Mad
0: Reveal the top card of your library and put it into your hand. Sarkhan deals damage to himself equal to that card's mana value.
−2: Target creature's controller sacrifices it, then that player creates a 5/5 red Dragon creature token with flying.
−4: Each Dragon creature you control deals damage equal to its power to target player or planeswalker.
−2: Target creature's controller sacrifices it, then that player creates a 5/5 red Dragon creature token with flying.
−4: Each Dragon creature you control deals damage equal to its power to target player or planeswalker.
Legendary Planeswalker - Sarkhan

Tasha, the Witch Queen
Whenever you cast a spell you don't own, create a 3/3 black Demon creature token.
+1: Draw a card. For each opponent, exile up to one target instant or sorcery card from that player's graveyard and put a page counter on it.
−3: You may cast a spell from among cards in exile with page counters on them without paying its mana cost.
Tasha, the Witch Queen can be your commander.
+1: Draw a card. For each opponent, exile up to one target instant or sorcery card from that player's graveyard and put a page counter on it.
−3: You may cast a spell from among cards in exile with page counters on them without paying its mana cost.
Tasha, the Witch Queen can be your commander.
Legendary Planeswalker - Tasha

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

Tevesh Szat, Doom of Fools
+2: Create two 0/1 black Thrull creature tokens.
+1: You may sacrifice another creature or planeswalker. If you do, draw two cards, then draw another card if the sacrificed permanent was a commander.
−10: Gain control of all commanders. Put all commanders from the command zone onto the battlefield under your control.
Tevesh Szat, Doom of Fools can be your commander.
Partner
+1: You may sacrifice another creature or planeswalker. If you do, draw two cards, then draw another card if the sacrificed permanent was a commander.
−10: Gain control of all commanders. Put all commanders from the command zone onto the battlefield under your control.
Tevesh Szat, Doom of Fools can be your commander.
Partner
Legendary Planeswalker - Szat

The Royal Scions
+1: Draw a card, then discard a card.
+1: Target creature gets +2/+0 and gains first strike and trample until end of turn.
−8: Draw four cards. When you do, The Royal Scions deals damage to any target equal to the number of cards in your hand.
+1: Target creature gets +2/+0 and gains first strike and trample until end of turn.
−8: Draw four cards. When you do, The Royal Scions deals damage to any target equal to the number of cards in your hand.
Legendary Planeswalker - Rowan Will

Draw Power
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Land
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The Unluckiest Planeswalker
Rulebreaker — A deck with this commander can have Aura cards of any color identity and any basic land cards.
+1: Add one mana of any color. When you spend this mana to cast an Aura spell this turn, create a 1/1 red Gremlin creature token.
−3: Discard your hand, then draw cards equal to twice the number of Auras you control. For each Aura attached to you, attach it to an opponent of your choice.
The Unluckiest Planeswalker can be your commander.
+1: Add one mana of any color. When you spend this mana to cast an Aura spell this turn, create a 1/1 red Gremlin creature token.
−3: Discard your hand, then draw cards equal to twice the number of Auras you control. For each Aura attached to you, attach it to an opponent of your choice.
The Unluckiest Planeswalker can be your commander.
Legendary Planeswalker

Ramp
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Tamiyo, Compleated Sage
Compleated ( can be paid with , , or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters.)
+1: Tap up to one target artifact or creature. It doesn't untap during its controller's next untap step.
−X: Exile target nonland permanent card with mana value X from your graveyard. Create a token that's a copy of that card.
−7: Create Tamiyo's Notebook, a legendary colorless Book artifact token with "Spells you cast cost less to cast" and ": Draw a card."
+1: Tap up to one target artifact or creature. It doesn't untap during its controller's next untap step.
−X: Exile target nonland permanent card with mana value X from your graveyard. Create a token that's a copy of that card.
−7: Create Tamiyo's Notebook, a legendary colorless Book artifact token with "Spells you cast cost less to cast" and ": Draw a card."
Legendary Planeswalker - Tamiyo

Recursion
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Angrath, the Flame-Chained
+1: Each opponent discards a card and loses 2 life.
−3: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has mana value 3 or less.
−8: Each opponent loses life equal to the number of cards in their graveyard.
−3: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has mana value 3 or less.
−8: Each opponent loses life equal to the number of cards in their graveyard.
Legendary Planeswalker - Angrath

Domri Rade
+1: Look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand.
−2: Target creature you control fights another target creature.
−7: You get an emblem with "Creatures you control have double strike, trample, hexproof, and haste."
−2: Target creature you control fights another target creature.
−7: You get an emblem with "Creatures you control have double strike, trample, hexproof, and haste."
Legendary Planeswalker - Domri

Kaya the Inexorable
+1: Put a ghostform counter on up to one target nontoken creature. It gains "When this creature dies or is put into exile, return it to its owner's hand and create a 1/1 white Spirit creature token with flying."
−3: Exile target nonland permanent.
−7: You get an emblem with "At the beginning of your upkeep, you may cast a legendary spell from your hand, from your graveyard, or from among cards you own in exile without paying its mana cost."
−3: Exile target nonland permanent.
−7: You get an emblem with "At the beginning of your upkeep, you may cast a legendary spell from your hand, from your graveyard, or from among cards you own in exile without paying its mana cost."
Legendary Planeswalker - Kaya

Kaya, Orzhov Usurper
+1: Exile up to two target cards from a single graveyard. You gain 2 life if at least one creature card was exiled this way.
−1: Exile target nonland permanent with mana value 1 or less.
−5: Kaya deals damage to target player equal to the number of cards that player owns in exile and you gain that much life.
−1: Exile target nonland permanent with mana value 1 or less.
−5: Kaya deals damage to target player equal to the number of cards that player owns in exile and you gain that much life.
Legendary Planeswalker - Kaya

Oko, Thief of Crowns
+2: Create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
+1: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3.
−5: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.
+1: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3.
−5: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.
Legendary Planeswalker - Oko

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

Ugin, Eye of the Storms
When you cast this spell, exile up to one target permanent that's one or more colors.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
+2: You gain 3 life and draw a card.
0: Add .
−11: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
+2: You gain 3 life and draw a card.
0: Add .
−11: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Legendary Planeswalker - Ugin

Vraska the Unseen
+1: Until your next turn, whenever a creature deals combat damage to Vraska, destroy that creature.
−3: Destroy target nonland permanent.
−7: Create three 1/1 black Assassin creature tokens with "Whenever this token deals combat damage to a player, that player loses the game."
−3: Destroy target nonland permanent.
−7: Create three 1/1 black Assassin creature tokens with "Whenever this token deals combat damage to a player, that player loses the game."
Legendary Planeswalker - Vraska

Removal
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Ashiok, Nightmare Weaver
+2: Exile the top three cards of target opponent's library.
−X: Put a creature card with mana value X exiled with Ashiok onto the battlefield under your control. That creature is a Nightmare in addition to its other types.
−10: Exile all cards from all opponents' hands and graveyards.
−X: Put a creature card with mana value X exiled with Ashiok onto the battlefield under your control. That creature is a Nightmare in addition to its other types.
−10: Exile all cards from all opponents' hands and graveyards.
Legendary Planeswalker - Ashiok

Gideon, Martial Paragon
+2: Untap all creatures you control. Those creatures get +1/+1 until end of turn.
0: Until end of turn, Gideon becomes a 5/5 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
−10: Creatures you control get +2/+2 until end of turn. Tap all creatures your opponents control.
0: Until end of turn, Gideon becomes a 5/5 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
−10: Creatures you control get +2/+2 until end of turn. Tap all creatures your opponents control.
Legendary Planeswalker - Gideon

Jeska, Thrice Reborn
Jeska enters with a loyalty counter on her for each time you've cast a commander from the command zone this game.
0: Choose target creature. Until your next turn, if that creature would deal combat damage to one of your opponents, it deals triple that damage to that player instead.
−X: Jeska deals X damage to each of up to three targets.
Jeska, Thrice Reborn can be your commander.
Partner
0: Choose target creature. Until your next turn, if that creature would deal combat damage to one of your opponents, it deals triple that damage to that player instead.
−X: Jeska deals X damage to each of up to three targets.
Jeska, Thrice Reborn can be your commander.
Partner
Legendary Planeswalker - Jeska

Kaya, Geist Hunter
+1: Creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on up to one target creature token you control.
−2: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.
−6: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.
−2: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.
−6: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.
Legendary Planeswalker - Kaya

Saheeli Rai
+1: Scry 1. Saheeli Rai deals 1 damage to each opponent.
−2: Create a token that's a copy of target artifact or creature you control, except it's an artifact in addition to its other types. That token gains haste. Exile it at the beginning of the next end step.
−7: Search your library for up to three artifact cards with different names, put them onto the battlefield, then shuffle.
−2: Create a token that's a copy of target artifact or creature you control, except it's an artifact in addition to its other types. That token gains haste. Exile it at the beginning of the next end step.
−7: Search your library for up to three artifact cards with different names, put them onto the battlefield, then shuffle.
Legendary Planeswalker - Saheeli

Sifa Grent
Whenever a creature dies, target opponent loses 1 life and you gain 1 life.
+1: Goad up to two target creatures.
−6: Each opponent exiles the top two cards of their library. Until end of turn, you may play those cards without paying their mana costs.
Sifa Grent can be your commander.
+1: Goad up to two target creatures.
−6: Each opponent exiles the top two cards of their library. Until end of turn, you may play those cards without paying their mana costs.
Sifa Grent can be your commander.
Legendary Planeswalker - Sifa

Sorin, Imperious Bloodlord
+1: Target creature you control gains deathtouch and lifelink until end of turn. If it's a Vampire, put a +1/+1 counter on it.
+1: You may sacrifice a Vampire. When you do, Sorin deals 3 damage to any target and you gain 3 life.
−3: You may put a Vampire creature card from your hand onto the battlefield.
+1: You may sacrifice a Vampire. When you do, Sorin deals 3 damage to any target and you gain 3 life.
−3: You may put a Vampire creature card from your hand onto the battlefield.
Legendary Planeswalker - Sorin

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

Tyvar, Jubilant Brawler
You may activate abilities of creatures you control as though those creatures had haste.
+1: Untap up to one target creature.
−2: Mill three cards, then you may return a creature card with mana value 2 or less from your graveyard to the battlefield.
+1: Untap up to one target creature.
−2: Mill three cards, then you may return a creature card with mana value 2 or less from your graveyard to the battlefield.
Legendary Planeswalker - Tyvar

Vivien, Champion of the Wilds
You may cast creature spells as though they had flash.
+1: Until your next turn, up to one target creature gains reach and vigilance.
−2: Look at the top three cards of your library. Exile one face down and put the rest on the bottom of your library in any order. For as long as it remains exiled, you may cast it if it's a creature spell.
+1: Until your next turn, up to one target creature gains reach and vigilance.
−2: Look at the top three cards of your library. Exile one face down and put the rest on the bottom of your library in any order. For as long as it remains exiled, you may cast it if it's a creature spell.
Legendary Planeswalker - Vivien

Technically a legal inclusion in the deck
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Chandra, Legacy of Fire
At the beginning of your end step, Chandra deals X damage to each opponent, where X is the number of planeswalkers you control.
+1: Add for each planeswalker you control.
0: Remove a loyalty counter from each of any number of permanents you control. Exile that many cards from the top of your library. You may play them this turn.
+1: Add for each planeswalker you control.
0: Remove a loyalty counter from each of any number of permanents you control. Exile that many cards from the top of your library. You may play them this turn.
Legendary Planeswalker - Chandra

THE FINISHER
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Jegantha, the Wellspring
Companion — No card in your starting deck has more than one of the same mana symbol in its mana cost. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
: Add . This mana can't be spent to pay generic mana costs.
: Add . This mana can't be spent to pay generic mana costs.
Legendary Creature - Elemental Elk

Kaheera, the Orphanguard
Companion — Each creature card in your starting deck is a Cat, Elemental, Nightmare, Dinosaur, or Beast card. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Vigilance
Each other creature you control that's a Cat, Elemental, Nightmare, Dinosaur, or Beast gets +1/+1 and has vigilance.
Vigilance
Each other creature you control that's a Cat, Elemental, Nightmare, Dinosaur, or Beast gets +1/+1 and has vigilance.
Legendary Creature - Beast Cat

Keruga, the Macrosage
Companion — Your starting deck contains only cards with mana value 3 or greater and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
When Keruga enters, draw a card for each other permanent you control with mana value 3 or greater.
When Keruga enters, draw a card for each other permanent you control with mana value 3 or greater.
Legendary Creature - Dinosaur Hippo

Obosh, the Preypiercer
Companion — Your starting deck contains only cards with odd mana values and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
If a source you control with an odd mana value would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
If a source you control with an odd mana value would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Legendary Creature - Horror Hellion

Umori, the Collector
Companion — Each nonland card in your starting deck shares a card type. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
As Umori enters, choose a card type.
Spells you cast of the chosen type cost less to cast.
As Umori enters, choose a card type.
Spells you cast of the chosen type cost less to cast.
Legendary Creature - Ooze

Zirda, the Dawnwaker
Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, : Target creature can't block this turn.
Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, : Target creature can't block this turn.
Legendary Creature - Elemental Fox

Sideboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"So, your first question is probably - why?\n\nWell, the appeal of Commander as a format is that you get to start every game with a card in your hand, I'm just taking that idea to its logical conclusion.\nThis is a deck with 6 possible companions, the most a deck can achieve without running only lands. (Lutri is blocked by the cowards on the rules committee, Lurrus is incompatible with Keruga, as Gyaruda is with Obosh, and only Whytz can run Yorion as a companion, although sadly color identity means that's the only companion he can run.)\nAnd on a meta level, companion as a mechanic offers an interesting opportunnity for the out of the box deckbuilder. How many times have you wanted to try out a silly deck with a fun deckbuilding restriction, like 'Norman Osbourne but all the cards have to cost 2 mana', only for the table, acting in justified distrust, to sidewalk slam you out of existence before the silly gimmick can be apparent? (Or on the other side, had a player tell you that this Urza deck isn't like any of the others, only for them to Winter Orb you out of the game?) Companion is a way for the rules of the game to ensure the table that you are actually sticking to the silly gimmick. You pick your companion at the start of the game, and you can't deviate from the restriction without actually cheating (as opposed to merely lying, the social form of cheating). The more you run, the more information you provide to the table about the potential threats, or lack thereof, you present.\n\nNow, on the subject of cheating... technically 6 companions doesn't function. The format rules say your sideboard can contain a maximum possible 1 card as your companion. That said, if I have built a deck that follows 6 companion restrictions, I feel like I deserve to start with an extra 6 cards in my hand, that I have to pay 3 mana each to cast, in exchange for the kneecaps I gave up. This is a Bracket 2 deck, we're about doing silly things, it's not a crazy ask. But if you are at a table full of Rules Prosecutors (the most aggressive form of the Rules Lawyer), the deck is designed to function and win games using Umori or Jegantha as the sole companion, so it's not a huge deal.\n\nAlthough, perhaps 'design' is too generous a word to use. Our deck, including our commander, have to follow all the companion restrictions. Just by picking Arkazon we've locked ourselves into:\nOnly playing cards with mana value 3+, and lands"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Only playing planeswalkers and lands"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Only playing cards with an odd mana value"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This makes things a bit rough, at least with the Lurrus restriction we could have tried a low to the ground strategy, and a typical creature based commander would still give plenty of options Umori wouldn't object to. Odds only is the win we get here over the alternative, because while there are plenty of amazing planeswalkers at 2, 4, and 6, there aren't enough at 2 to realistically have any plays before turn 4 most games. And while Bracket 2 commander is slow, not doing anything for 4 turns is devastating regardless of format or pod. My masochism has also given us these restrictions:\nAll cards must have an activated ability"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No card can have 2 of the same symbol in the casting cost"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"All the creatures must be a Cat, Elemental, Nightmare, Dinosaur, or Beast."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"In order, Zirda's restriction is meaningless. Planeswalkers, by definition, always have activated loyalty abilities, so we've satisfied that prong. (Side note: this restriction does still technically prevent us from running certain lands. Urza's Saga, a card that would not be good in this deck anyways, has no activated abilities. It's a saga with a "},{"attributes":{"italic":true},"insert":"triggered ability"},{"insert":" that gives it activated abilities, meaning you can't run it while you have Zirda as a companion. Aren't the rules fun?) Jegantha's restriction is deeply meaningful for the deck. Planeswalkers, as the icons of Magic, are often used to show what colors, and their combinations, care about at their core. And they tend to reflect this in their casting cost, making 1(X)(X), where (X) is a colored mana pip, an "},{"attributes":{"italic":true},"insert":"incredibly"},{"insert":" common cost for planeswalkers, that we are now locked out of. Lastly, there's Kaheera's restriction. You would think, given all our other restrictions, this would be meaningless. We satisfy the restriction by running no creatures that aren't any of those types (which "},{"attributes":{"italic":true},"insert":"does"},{"insert":" count), because we run 0 creatures. However, Grist is a planeswalker that would be otherwise legal in this deck, that unfortunately counts as an "},{"attributes":{"italic":true},"insert":"Insect"},{"insert":" during deckbuilding. Kaheera locks us out of a low curve option that makes tokens and removes creatures. Bad kitty.\n\nAll in all, that gives us 63 potential inclusions for this deck, including our commander and all the new Mystery Booster Commander planeswalkers. Yeah, that's correct, we "},{"attributes":{"italic":true},"insert":"only"},{"insert":" have 63 options for legal includes. We're running them all. A lot of them are very bad. Sorin, Imperious Bloodlord only does things if you have used Lorwyn Oko's +2 this game. But he's still technically a more valuable card than another land so... he goes into the deck. We put every possible ingredient in the stew, so what came out?\n\nShockingly, an actually playable deck. It's not going to win any tournaments any time soon, but if the standard of Bracket 2 is \"be comfortable playing this against a precon\", then this deck absolutely qualifies. Planeswalkers as a card type are just that pushed. Arkazon ends up having great synergy with companions as a mechanic, making him the canonically correct choice for an all planeswalker all companion deck (which I know you all were just desperate to make), over the other potential choice, Jared Carthalion. Increasing loyalty to remove threats to your board is great protection, and it turns out adding a companion to your hand is a great use of a Black Lotus token. And, as a bonus, if he sticks around long enough Arkazon refills your hand, which is very valuable if you haven't found your draw walkers yet. There's just enough ramp that we can, from time to time, go from 3 to 5 and get Arkazon a little early, but putting out a three mana walker that protects itself gives you a decent foothold into playing the game. The deck has obvious weaknesses, such as our need to play a bunch of cards with niche use cases, but Kasamina helps shore them up. While her ultimate isn't doing much of anything, giving War of the Spark planeswalkers plus abilities to help them stick around longer is very meaningful, and turning a useless walker into a fractal factory does a lot to shore up your board. We have enough removal options that we can disable individual threats to our board most of the time, but if the table gangs up on you, or one player amasses a token horde, there's likely not much you can do about it. And our three blink walkers end up being stars of the game a lot of the time, letting you play a walker, benefit from their very strong minus ability, and then have them come back rested and refreshed with default loyalty later. Aminatou even lets you double up on the target's ability, letting you get a lot of advantage pretty quickly.\n\nTo end the game, there are lots of planeswalkers with game ending ultimates, it's fairly hard to lose after popping the ult on Venser, the Sojourner or Teferi, Hero of Dominaria. But the best one by a country mile is Chandra, Legacy of Fire. Not only does she produce cartloads of mana the second she hits the table, but every time you pass she domes the whole table based on your board size. It's hard to board wipe planeswalkers, meaning you can usually stick a fair few out, but even with a large army of tokens, it can be hard to translate the advantage they give you into actual lethal damage. She fixes that problem and allows you to convert a card advantage victory into real actual victory.\n\nMystery Booster Commander is the first set you could make a deck like this function in, with as many companions as this. Arkazon, Venser, Sifa, and our Unlucky friend all help make the deck churn along and give it the mass of functional cards it needed to work in reality. Arkazon is the only captain I'd have at it's helm (at least until Urza's head is freed from silver-border purgatory), and he's a true captain, showing all the mortals why he's the final boss of Shandalar, taking names even with one (or six) hands tied behind his back.\n\n\n\tAn afterword, for the people who (somehow) haven't had enough of my ramblings about this deck. Firstly, because our companions are in our sideboard, they don't count against everyone else's companion restrictions, otherwise Jegantha couldn't mix with any of the others, Obosh and Umori would have beef, and Umori would fail their own condition. In addition, our manabase, while seemingly basic, is a considered decision, being the one part of the deck I had any discretion in creating. Commander is, luckily enough, a format where you can pass for 2 turns without instantly exploding. That gives us a little time to both fix our mana, and desperately squeeze our any advantage we can muster from our lands. Fetches have been the game's mana fixing solution for 23 years now, making them an obvious pick. Triomes would give us the best coverage, but being able to control your draws early on is way too valuable an advantage to give up. Getting all 5 colors on turn 5 is super important, but we do that consistently enough as is with surveils that we don't need to include triomes. Running the basics is a must, otherwise you risk getting blown out by every Ghost Quarter that passes by your table. In addition, you do need creature tokens to stick around to protect your walkers, and when Path to Exile is one of the most played removal spells in the format, not running a suite of basics to recover from it would be a real mistake. We don't run shocks or dual lands, because we need the rest of the land space for premier fixing (Command Tower, Interplanar Beacon, etc), or for utility (Takenuma is one of the very few ways this deck can recover a planeswalker that's died). It's probably mathematically correct to cut some number of surveils for shocks, but because basics are fetchable to turn fetches into untapped mana, you don't end up being punished enough of the time for it to be worth it to do that math. The land I'll get the most flack for is probably Untaidake. It's a tapland that costs life, can't cast the commander, and can't pay for companions to get into your hand. On the other hand, this is a deck where you are nearly guaranteed to not be able to play on curve during turns 1, 2, and 4. You can afford to play a tapland, and being able to play a 3 mana walker on 3, into a 5 mana one on 4 is more valuable than being able to 100% play Arkazon on 5 (and there are hands that let you do that anyways! The Unluckiest Planeswalker ends up being our mastermind's best friend). Mobilized District is also a useful meatshield (dirtshield?) for your walkers in a pinch, and a deck that seeks to cut out some of the more unhelpful planeswalkers (cough, Sorin), probably just wants to run more manlands. I didn't because the activation costs fighting with the planeswalkers you want to cast are clunky, and because unfetchable taplands "},{"attributes":{"italic":true},"insert":"really"},{"insert":" need to justify themselves, but I can absolutely hear and respect the arguments for many of them.\n"}]}



















































