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Commander
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{"ops":[{"insert":"TALRAND, SKY SUMMONER // MONO-BLUE SPELLSLINGER DRAKES"},{"attributes":{"header":1},"insert":"\n\n"},{"insert":"INTRODUCTION"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bracket: 4 as built"},{"insert":" (4 Game Changers: Cyclonic Rift, Fierce Guardianship, Force of Will, Rhystic Study). Cut one to make it a legal Bracket 3.\nThis is a mono-blue spellslinger control deck that turns your instants and sorceries into an army. Every instant or sorcery you cast makes a 2/2 flying Drake, and it triggers on cast, so it fires even if the spell gets countered, and it fires on any player's turn. That means every cantrip, every counterspell, and every removal spell also builds your board. You interact with the whole table and grow an air force while doing it.\nWrap that in mono-blue's deepest counter suite, a pile of cheap card draw, and flyer anthems, and you get a tempo-control deck that protects itself, says no to the scary stuff, and quietly assembles lethal in the sky.\n\n"},{"attributes":{"bold":true},"insert":"You will like this deck if:"},{"insert":"\nYou love casting spells on everyone's turn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You like a commander that rewards you for countering and cantripping"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You enjoy control that actually has a proactive win, not just \"durdle forever\""},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You want to fly over the table with a swarm you built out of your interaction"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"You won't like this deck if:"},{"insert":"\nYou dislike being the counterspell player at the table"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You want efficient hard removal (mono-blue leans on bounce and polymorph effects)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Board wipes on your token army stress you out"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"It plays like control, but every answer you hold up is also a threat you're building.\n\nGAMEPLAN"},{"attributes":{"header":2},"insert":"\n"},{"insert":"STARTING HAND"},{"attributes":{"header":3},"insert":"\n"},{"insert":"What you want: "},{"attributes":{"bold":true},"insert":"Islands, a mana rock, Talrand reachable by turn 3-4, and a couple of cheap spells to start the engine."},{"insert":"\nIdeal hand: 2-3 Islands, a turn-1 accelerant (Sol Ring, Arcane Signet, Sapphire Medallion, Thought Vessel), and a mix of cantrips (Brainstorm, Consider, Opt) and a counter to protect your early plays.\nKeep hands that curve into Talrand with mana to spare. You don't need a full grip of Drake payoffs, the cantrips and counters that make Drakes are already in almost every hand. Mulligan hands with no early mana or no way to deploy the commander.\nNuts keep: fast mana into a turn-2 or turn-3 Talrand with a counter up. Now every spell from here is a Drake and you're never behind.\n\nEARLY GAME (Turn 1-3)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Turn 1-2: accelerate and hold interaction. Rocks, a cantrip if you have nothing to counter, otherwise keep mana open. Resist dumping your cheap spells before Talrand is out, they're worth far more once he converts each one into a Drake.\nTurn 3-4: "},{"attributes":{"bold":true},"insert":"Talrand."},{"insert":" This is the turn the deck comes online. From here, every instant or sorcery is a body, so your counters and cantrips stop being \"just\" interaction and start being a growing board.\nKey timing note: because Talrand triggers on cast, you make a Drake even when your counter or spell gets countered or fizzles. And because it triggers on any turn, every instant you cast on an opponent's turn is a free Drake. Hold up mana and let the Drakes accrue on other people's turns.\n\nMIDGAME (Turn 4-5)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Now the engine snowballs. Every spell is a Drake, and your support pieces pile on:\n"},{"attributes":{"bold":true},"insert":"Archmage Emeritus:"},{"insert":" magecraft draws you a card on each instant or sorcery, fueling more casts"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Murmuring Mystic, Docent of Perfection, Shark Typhoon:"},{"insert":" more token-per-spell makers that widen the board fast"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Alandra, Sky Dreamer:"},{"insert":" a second Drake maker (draw your second card each turn) and a payoff (draw your fifth for a team-wide pump)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is where High Tide, Caged Sun, and Extraplanar Lens matter: doubling your blue mana lets you chain spells, which means chaining Drakes. A single big mana turn can drop three or four spells and just as many flyers.\nPlay the control role here. Counter the threats that actually beat you, bounce or polymorph the rest, and keep growing. Kindred Discovery (naming Drake) and Rhystic Study turn your token flood into a card-advantage avalanche.\n\nLATE GAME / WINNING"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You win in the air, and you have layers of it.\n"},{"attributes":{"bold":true},"insert":"Go wide plus anthems:"},{"insert":" Favorable Winds, Gravitational Shift, Banner of Kinship, and Heraldic Banner turn your Drake swarm into a lethal alpha strike. Gravitational Shift is especially brutal, your fliers get bigger while grounded blockers shrink."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Alandra's overrun:"},{"insert":" draw your fifth card in a turn and Alandra plus your Drakes get +X/+X for your hand size. In a deck this full of draw, that's often a one-turn kill."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Shark Typhoon and combat-damage draw:"},{"insert":" an overloaded Shark Typhoon is a finisher on its own, and Bident of Thassa, Coastal Piracy, and Reconnaissance Mission bury you in cards as the fliers connect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Backup, if your board gets swept: you rebuild out of thin air. A single big mana turn of cantrips and counters re-establishes a Drake board, and Cyclonic Rift is both your reset and your alpha-strike enabler (overload, then swing into an empty board). Talrand himself is easy to recast, and the other token-makers keep the plan alive without him.\n"},{"attributes":{"bold":true},"insert":"Watch-outs:"},{"insert":"\nTalrand is the best engine, but not the only one. If they spend removal on him, keep casting, Murmuring Mystic, Alandra, and Shark Typhoon still make bodies. Hold a counter for the removal if the game is close."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mono-blue removal is soft. Pongify and Rapid Hybridization hand out a 3/3, so time them on real threats, and lean on counters to cover what bounce can't."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Don't over-durdle. You're the control deck, but you have a clock, commit to the swing once you have an anthem or a big Shark up, and protect it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nNOTABLE CUTS AND INCLUDES"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"4 Game Changers as built, so this is Bracket 4 by the cap"},{"insert":" (Cyclonic Rift, Fierce Guardianship, Force of Will, Rhystic Study). To play a legal Bracket 3, cut one, Cyclonic Rift or Rhystic Study are the usual swaps since the deck functions fine without either."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mana Drain is NOT a Game Changer"},{"insert":" on the current list, so it stays as a free include and one of your best counters."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cheap instants and sorceries are the deck's currency."},{"insert":" Every one-mana cantrip is also a 2/2 flyer once Talrand is out, so value density beats raw power in the cheap slots. Keep the count high."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Every counter is a Drake."},{"insert":" That reframes the counter suite as proactive, not just reactive, and is why the deck can hold up interaction without falling behind on board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Anthems and evasion payoffs are your closers."},{"insert":" Favorable Winds, Gravitational Shift, and Banner of Kinship convert a wide-but-small Drake board into lethal, don't cut below a couple of them."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
Anthem
Anthem
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Cantrip
Cantrip
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Copy
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

Quantum Misalignment
Create a token that's a copy of target creature you control, except it isn't legendary.
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.)
Sorcery

Copy
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Counterspell
Counterspell
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Creature
Alandra, Sky Dreamer
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Legendary Creature - Wizard Merfolk

Creature
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Draw
Draw
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Finisher
Finisher
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Land
Land
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Ramp
Hidden Strings
You may tap or untap target permanent, then you may tap or untap another target permanent.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery

Ramp
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Recursion
Rod of Absorption
Whenever a player casts an instant or sorcery spell, exile it instead of putting it into a graveyard as it resolves.
, , Sacrifice this artifact: You may cast any number of spells from among cards exiled with this artifact with total mana value X or less without paying their mana costs.
, , Sacrifice this artifact: You may cast any number of spells from among cards exiled with this artifact with total mana value X or less without paying their mana costs.
Artifact

Recursion
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Removal
Hands of Binding
Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery

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

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

Eluge, the Shoreless Sea
Eluge's power and toughness are each equal to the number of Islands you control.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
Legendary Creature - Elemental Fish

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

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

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

March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant

Mission Briefing
Surveil 2, then choose an instant or sorcery card in your graveyard. You may cast it this turn. If that spell would be put into your graveyard, exile it instead. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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

The Dawning Archaic
This spell costs less to cast for each instant and sorcery card in your graveyard.
Reach
Whenever The Dawning Archaic attacks, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Reach
Whenever The Dawning Archaic attacks, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Legendary Creature - Avatar

Maybeboard
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"TALRAND, SKY SUMMONER // MONO-BLUE SPELLSLINGER DRAKES"},{"attributes":{"header":1},"insert":"\n\n"},{"insert":"INTRODUCTION"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bracket: 4 as built"},{"insert":" (4 Game Changers: Cyclonic Rift, Fierce Guardianship, Force of Will, Rhystic Study). Cut one to make it a legal Bracket 3.\nThis is a mono-blue spellslinger control deck that turns your instants and sorceries into an army. Every instant or sorcery you cast makes a 2/2 flying Drake, and it triggers on cast, so it fires even if the spell gets countered, and it fires on any player's turn. That means every cantrip, every counterspell, and every removal spell also builds your board. You interact with the whole table and grow an air force while doing it.\nWrap that in mono-blue's deepest counter suite, a pile of cheap card draw, and flyer anthems, and you get a tempo-control deck that protects itself, says no to the scary stuff, and quietly assembles lethal in the sky.\n\n"},{"attributes":{"bold":true},"insert":"You will like this deck if:"},{"insert":"\nYou love casting spells on everyone's turn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You like a commander that rewards you for countering and cantripping"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You enjoy control that actually has a proactive win, not just \"durdle forever\""},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You want to fly over the table with a swarm you built out of your interaction"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"You won't like this deck if:"},{"insert":"\nYou dislike being the counterspell player at the table"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You want efficient hard removal (mono-blue leans on bounce and polymorph effects)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Board wipes on your token army stress you out"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"It plays like control, but every answer you hold up is also a threat you're building.\n\nGAMEPLAN"},{"attributes":{"header":2},"insert":"\n"},{"insert":"STARTING HAND"},{"attributes":{"header":3},"insert":"\n"},{"insert":"What you want: "},{"attributes":{"bold":true},"insert":"Islands, a mana rock, Talrand reachable by turn 3-4, and a couple of cheap spells to start the engine."},{"insert":"\nIdeal hand: 2-3 Islands, a turn-1 accelerant (Sol Ring, Arcane Signet, Sapphire Medallion, Thought Vessel), and a mix of cantrips (Brainstorm, Consider, Opt) and a counter to protect your early plays.\nKeep hands that curve into Talrand with mana to spare. You don't need a full grip of Drake payoffs, the cantrips and counters that make Drakes are already in almost every hand. Mulligan hands with no early mana or no way to deploy the commander.\nNuts keep: fast mana into a turn-2 or turn-3 Talrand with a counter up. Now every spell from here is a Drake and you're never behind.\n\nEARLY GAME (Turn 1-3)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Turn 1-2: accelerate and hold interaction. Rocks, a cantrip if you have nothing to counter, otherwise keep mana open. Resist dumping your cheap spells before Talrand is out, they're worth far more once he converts each one into a Drake.\nTurn 3-4: "},{"attributes":{"bold":true},"insert":"Talrand."},{"insert":" This is the turn the deck comes online. From here, every instant or sorcery is a body, so your counters and cantrips stop being \"just\" interaction and start being a growing board.\nKey timing note: because Talrand triggers on cast, you make a Drake even when your counter or spell gets countered or fizzles. And because it triggers on any turn, every instant you cast on an opponent's turn is a free Drake. Hold up mana and let the Drakes accrue on other people's turns.\n\nMIDGAME (Turn 4-5)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Now the engine snowballs. Every spell is a Drake, and your support pieces pile on:\n"},{"attributes":{"bold":true},"insert":"Archmage Emeritus:"},{"insert":" magecraft draws you a card on each instant or sorcery, fueling more casts"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Murmuring Mystic, Docent of Perfection, Shark Typhoon:"},{"insert":" more token-per-spell makers that widen the board fast"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Alandra, Sky Dreamer:"},{"insert":" a second Drake maker (draw your second card each turn) and a payoff (draw your fifth for a team-wide pump)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is where High Tide, Caged Sun, and Extraplanar Lens matter: doubling your blue mana lets you chain spells, which means chaining Drakes. A single big mana turn can drop three or four spells and just as many flyers.\nPlay the control role here. Counter the threats that actually beat you, bounce or polymorph the rest, and keep growing. Kindred Discovery (naming Drake) and Rhystic Study turn your token flood into a card-advantage avalanche.\n\nLATE GAME / WINNING"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You win in the air, and you have layers of it.\n"},{"attributes":{"bold":true},"insert":"Go wide plus anthems:"},{"insert":" Favorable Winds, Gravitational Shift, Banner of Kinship, and Heraldic Banner turn your Drake swarm into a lethal alpha strike. Gravitational Shift is especially brutal, your fliers get bigger while grounded blockers shrink."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Alandra's overrun:"},{"insert":" draw your fifth card in a turn and Alandra plus your Drakes get +X/+X for your hand size. In a deck this full of draw, that's often a one-turn kill."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Shark Typhoon and combat-damage draw:"},{"insert":" an overloaded Shark Typhoon is a finisher on its own, and Bident of Thassa, Coastal Piracy, and Reconnaissance Mission bury you in cards as the fliers connect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Backup, if your board gets swept: you rebuild out of thin air. A single big mana turn of cantrips and counters re-establishes a Drake board, and Cyclonic Rift is both your reset and your alpha-strike enabler (overload, then swing into an empty board). Talrand himself is easy to recast, and the other token-makers keep the plan alive without him.\n"},{"attributes":{"bold":true},"insert":"Watch-outs:"},{"insert":"\nTalrand is the best engine, but not the only one. If they spend removal on him, keep casting, Murmuring Mystic, Alandra, and Shark Typhoon still make bodies. Hold a counter for the removal if the game is close."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mono-blue removal is soft. Pongify and Rapid Hybridization hand out a 3/3, so time them on real threats, and lean on counters to cover what bounce can't."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Don't over-durdle. You're the control deck, but you have a clock, commit to the swing once you have an anthem or a big Shark up, and protect it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nNOTABLE CUTS AND INCLUDES"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"4 Game Changers as built, so this is Bracket 4 by the cap"},{"insert":" (Cyclonic Rift, Fierce Guardianship, Force of Will, Rhystic Study). To play a legal Bracket 3, cut one, Cyclonic Rift or Rhystic Study are the usual swaps since the deck functions fine without either."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mana Drain is NOT a Game Changer"},{"insert":" on the current list, so it stays as a free include and one of your best counters."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cheap instants and sorceries are the deck's currency."},{"insert":" Every one-mana cantrip is also a 2/2 flyer once Talrand is out, so value density beats raw power in the cheap slots. Keep the count high."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Every counter is a Drake."},{"insert":" That reframes the counter suite as proactive, not just reactive, and is why the deck can hold up interaction without falling behind on board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Anthems and evasion payoffs are your closers."},{"insert":" Favorable Winds, Gravitational Shift, and Banner of Kinship convert a wide-but-small Drake board into lethal, don't cut below a couple of them."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}










































































































































