GobrinSan
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Commander
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Commander
Go-Shintai of Life's Origin
, : Return target enchantment card from your graveyard to the battlefield.
Whenever Go-Shintai of Life's Origin or another nontoken Shrine you control enters, create a 1/1 colorless Shrine enchantment creature token.
Whenever Go-Shintai of Life's Origin or another nontoken Shrine you control enters, create a 1/1 colorless Shrine enchantment creature token.
Legendary Creature Enchantment - Shrine

Commander
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Anthem
Leyline of Transformation
If this card is in your opening hand, you may begin the game with it on the battlefield.
As this enchantment enters, choose a creature type.
Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
As this enchantment enters, choose a creature type.
Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
Enchantment

Anthem
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Burn
Leyline of Combustion
If this card is in your opening hand, you may begin the game with it on the battlefield.
Whenever you and/or at least one permanent you control becomes the target of a spell or ability an opponent controls, this enchantment deals 2 damage to that player.
Whenever you and/or at least one permanent you control becomes the target of a spell or ability an opponent controls, this enchantment deals 2 damage to that player.
Enchantment

Burn
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Copy
Copy
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Draw
Draw
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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

Land
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Lifegain
Leyline of Hope
If this card is in your opening hand, you may begin the game with it on the battlefield.
If you would gain life, you gain that much life plus 1 instead.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
If you would gain life, you gain that much life plus 1 instead.
As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
Enchantment

Lifegain
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Mill
Helm of Obedience
, : Target opponent mills a card, then repeats this process until a creature card or X cards have been put into their graveyard this way, whichever comes first. If one or more creature cards were put into that graveyard this way, sacrifice this artifact and put one of them onto the battlefield under your control. X can't be 0.
Artifact

Mill
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Protection
Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Protection
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Ramp
Ramp
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Recursion
Resurgent Belief
Suspend 2— (Rather than cast this card from your hand, pay and exile it with two 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.)
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
Sorcery

Starfield of Nyx
At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield.
As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
Enchantment

Recursion
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Removal
Removal
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Stax
Stax
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Tutor
Tutor
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"## Pilot's Operational Guide## 1. Strategic Overview\nThis deck relies on an aggressive opening-hand strategy. Because Leyline enchantments cost 0 mana if they appear in your opening hand, you can effectively begin the game with 2 to 4 permanents already on the battlefield before Turn 1 even begins. Your objective is to leverage this early board presence to fuel massive card-draw engines, hide behind an impenetrable \"pillowfort\" tax wall, and assemble one of your two game-ending combos.\nYour commander, Go-Shintai of Life's Origin, serves as your ultimate insurance policy. If an opponent attempts to cast a mass enchantment board wipe (such as Farewell or Merciless Eviction), Go-Shintai's activated ability allows you to pay WUBRG to reach directly into your graveyard and bring your Leylines back to the battlefield one by one.\n## 2. Detailed Breakdown of Core Combos & Win Conditions## A. The Helm-Void Exile Combo (Instant Knockout)\n\n* Cards Required: Leyline of the Void + Helm of Obedience\n* Execution:\n1. Ensure Leyline of the Void is on the battlefield (ideally from your opening hand).\n 2. Cast Helm of Obedience (costs 4 generic mana).\n 3. Activate Helm of Obedience by paying 1 generic mana and tapping it, choosing X = 1.\n* Mechanics: Helm of Obedience commands you to put cards from an opponent's library into their graveyard until X cards hit the graveyard or a creature is put there. However, Leyline of the Void creates a replacement effect: any card that would go to an opponent's graveyard is exiled instead. Because cards never physically enter the graveyard, Helm's trigger condition can never be met. The game forces the loop to continue until the target opponent's entire library has been completely exiled.\n* Result: Pass the turn; the target player immediately loses the game during their draw step. Repeat on subsequent turns for the remaining players.\n\n## B. The Opalescence Turn-1 Alpha Strike (Combat Victory)\n\n* Cards Required: Opalescence OR Starfield of Nyx + Multi-Leyline Opener\n* Execution:\n1. Start the game with 3 to 5 Leylines on the battlefield via pre-game triggers.\n 2. Play a land, accelerate into Opalescence or achieve 5 enchantments with Starfield of Nyx.\n* Mechanics: Opalescence turns all non-aura enchantments into creatures with power and toughness equal to their converted mana cost. Since every single Leyline has a converted mana cost of 4, they instantly transform into 4/4 blockers and attackers.\n* Result: You suddenly command an army of 4/4 creatures on Turn 1 or Turn 2, allowing you to completely overrun the board before your opponents can set up basic mana infrastructure.\n\n## 3. Powerful Deck Synergies & Engine Interactions\n\n* The Guildpact Sovereignty Engine:\nLeyline of the Guildpact turns all of your nonland permanents into all colors. This creates an immediate, game-breaking synergy with Faeburrow Elder and Sanctum Weaver. Faeburrow Elder taps for mana equal to the number of colors among permanents you control; with Guildpact out, it immediately taps for WUBRG (5 mana) on its own. Furthermore, Leyline of the Guildpact maximizes your Domain, reducing the casting cost of Leyline Binding to exactly 1 single white mana at instant speed.\n* The Unstoppable Enchantress Card Draw Cascade:\nWith creatures like Sythis, Mesa Enchantress, and Satyr Enchanter on the board, every single enchantment you cast draws you 1 to 3 cards. Because this deck runs 23 enchantments in total, your mid-game turns will allow you to cycle through half of your library in a single rotation, quickly uncovering your protective spells and combo pieces.\n\n## 4. Tactical Play Guide & Mulligan Rules\n\n* The Mulligan Rule (Non-Negotiable):\nYou must aggressively mulligan until you find a hand with at least TWO Leylines and a functional green mana source (or a land tutor). A hand with no Leylines is an automatic mulligan, as it strips away the deck's primary speed advantage.\n* Early Game Tactics (Turns 1-3):\nDump your opening Leylines onto the battlefield before the first turn. On your actual turns, focus heavily on getting an \"Enchantress\" creature down. Use land search spells (Farseek, Open the Gates) to find Gond Gate. Getting Gond Gate onto the field ensures that every subsequent Gate land you play enters the battlefield untapped, fixing all five colors perfectly without requiring expensive fetch lands.\n* Mid Game Tactics (Turns 4-6):\nEstablish your protection suite. Deploy Sphere of Safety or Ghostly Prison to make it impossible for aggressive decks to attack you. Cast Sterling Grove to grant shroud to your entire board, preventing opponents from using targeted removal on your combo pieces or your commander.\n* Securing the Win (Late Game):\nOnce your pillowfort is established and protected by countermagic (Dovin's Veto, Counterspell), use Sylvan Scrying or Sterling Grove to tutor up your missing combo piece (Helm of Obedience or Opalescence). Drop the piece under the protection of Leyline of Lifeforce or Destiny Spinner to guarantee it cannot be countered, activate the loop, and secure the table.\n\n"}]}











































































