grampydurden
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Commander
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{"ops":[{"insert":"The goal of this deck was to build a deck that felt like a classic control deck with stax elements without completely shutting down opponents in a grindy mess. I love building around commanders that don't see a lot of love and "},{"insert":{"card-link":"Azor, the Lawbringer"}},{"insert":" definitely fits that bill. His ETB effect inspired the goal of the deck: don't shut down opponents completely, but restrict them to play in a certain predictable pattern. Thus, the deck has a bunch of cards like "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":" and "},{"insert":{"card-link":"Voice of Victory"}},{"insert":" that restrict opponents to playing only on their own turn, as well as other control pieces like "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":" and "},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":" to slow opponents down. \n\nConversely, I also wanted to reward us for doing the opposite. The deck has a bunch of pay-offs for casting more than one spell in each turn, and the curve of the deck is pretty low to accomodate this, with only 5 cards (including the commander) having a mana value greater than 4. Although there are a couple of cards in the deck with storm ("},{"insert":{"card-link":"Tempest Technique"}},{"insert":" and "},{"insert":{"card-link":"Amphibian Downpour"}},{"insert":") this isn't a storm deck; the idea is to merely be incentivizing yourself to be doing more than your opponents may be able to. \n\nThe deck wins in one of two ways. The simpler win-con is casting "},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":" twice. If your opponents can't interact on your turn, it will make pulling this off far easier. The other win-con is through commander damage. A 6/6 flier is impressive but the deck also has three ways to buff Azor. "},{"insert":{"card-link":"Tempest Technique"}},{"insert":" rewards casting a lot of spells and can make your commander quite large, whereas "},{"insert":{"card-link":"Empyrial Armor"}},{"insert":" and "},{"insert":{"card-link":"Empyrial Plate"}},{"insert":" both reward having a lot of cards in hand, which also isn't hard to accomplish in a deck like this. \n\nHere are some of my favorite/pet cards in this deck:\n\n"},{"insert":{"card-link":"Vigilant Martyr"}},{"insert":": This is a super underrated white card that would definitely see more play if more people knew about it. There are a number of good enchantments in the deck to protect and this card is a one-drop, so it is easy to cast him into casting another spell to trigger your effects that want multiple spells in a turn. \n\n"},{"insert":{"card-link":"Serene Master"}},{"insert":": This card admittedly is not super synergistic with the rest of the deck, but this is one of my favorite white cards and I always try to find ways of including cards like this in decks. The card is quite powerful as well. Oftentimes it sitting there will dissuade an opponent from attacking you altogether. \n\n"},{"insert":{"card-link":"Mandate of Peace"}},{"insert":": This is a fog effect and a silence effect in one spell and often feels like a second "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" in many circumstances. This card is a super underrated way to defend against a big, game-winning attack. \n\n"},{"insert":{"card-link":"Illusionist's Gambit"}},{"insert":": This is a similar card to "},{"insert":{"card-link":"Mandate of Peace"}},{"insert":", except instead of ending the combat, it just sends what was going to kill you at your opponents instead. \n\n"},{"insert":{"card-link":"Sudden Substitution"}},{"insert":": One of my favorite underplayed blue cards. You're often going to have cheap creatures to exchange for their removal spell, or bomb noncreature spell. Alternatively, late-game manarock draws turn into ways to steal creatures with this card. It's super versatile and opponents never see a card like this coming when you have open mana. \n"}]}
Blink
Blink
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Copy
Taigam, Master Opportunist
Flurry — Whenever you cast your second spell each turn, copy it, then exile the spell you cast with four time counters on it. 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.)
Legendary Creature - Human Monk

Copy
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Counters
Counters
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Draw
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 One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Draw
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Finisher
Finisher
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Land
Land
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Protection
Illusionist's Gambit
Cast this spell only during the declare blockers step on an opponent's turn.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
Instant

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
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Pump
Pump
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Ramp
Ramp
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Recursion
Recursion
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Removal
Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura

Removal
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Stax
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

Stax
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Tokens
Aligned Heart
Flurry — Whenever you cast your second spell each turn, put a rally counter on this enchantment. Then create a 1/1 white Monk creature token with prowess for each rally counter on it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Enchantment

Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"The goal of this deck was to build a deck that felt like a classic control deck with stax elements without completely shutting down opponents in a grindy mess. I love building around commanders that don't see a lot of love and "},{"insert":{"card-link":"Azor, the Lawbringer"}},{"insert":" definitely fits that bill. His ETB effect inspired the goal of the deck: don't shut down opponents completely, but restrict them to play in a certain predictable pattern. Thus, the deck has a bunch of cards like "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":" and "},{"insert":{"card-link":"Voice of Victory"}},{"insert":" that restrict opponents to playing only on their own turn, as well as other control pieces like "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":" and "},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":" to slow opponents down. \n\nConversely, I also wanted to reward us for doing the opposite. The deck has a bunch of pay-offs for casting more than one spell in each turn, and the curve of the deck is pretty low to accomodate this, with only 5 cards (including the commander) having a mana value greater than 4. Although there are a couple of cards in the deck with storm ("},{"insert":{"card-link":"Tempest Technique"}},{"insert":" and "},{"insert":{"card-link":"Amphibian Downpour"}},{"insert":") this isn't a storm deck; the idea is to merely be incentivizing yourself to be doing more than your opponents may be able to. \n\nThe deck wins in one of two ways. The simpler win-con is casting "},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":" twice. If your opponents can't interact on your turn, it will make pulling this off far easier. The other win-con is through commander damage. A 6/6 flier is impressive but the deck also has three ways to buff Azor. "},{"insert":{"card-link":"Tempest Technique"}},{"insert":" rewards casting a lot of spells and can make your commander quite large, whereas "},{"insert":{"card-link":"Empyrial Armor"}},{"insert":" and "},{"insert":{"card-link":"Empyrial Plate"}},{"insert":" both reward having a lot of cards in hand, which also isn't hard to accomplish in a deck like this. \n\nHere are some of my favorite/pet cards in this deck:\n\n"},{"insert":{"card-link":"Vigilant Martyr"}},{"insert":": This is a super underrated white card that would definitely see more play if more people knew about it. There are a number of good enchantments in the deck to protect and this card is a one-drop, so it is easy to cast him into casting another spell to trigger your effects that want multiple spells in a turn. \n\n"},{"insert":{"card-link":"Serene Master"}},{"insert":": This card admittedly is not super synergistic with the rest of the deck, but this is one of my favorite white cards and I always try to find ways of including cards like this in decks. The card is quite powerful as well. Oftentimes it sitting there will dissuade an opponent from attacking you altogether. \n\n"},{"insert":{"card-link":"Mandate of Peace"}},{"insert":": This is a fog effect and a silence effect in one spell and often feels like a second "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" in many circumstances. This card is a super underrated way to defend against a big, game-winning attack. \n\n"},{"insert":{"card-link":"Illusionist's Gambit"}},{"insert":": This is a similar card to "},{"insert":{"card-link":"Mandate of Peace"}},{"insert":", except instead of ending the combat, it just sends what was going to kill you at your opponents instead. \n\n"},{"insert":{"card-link":"Sudden Substitution"}},{"insert":": One of my favorite underplayed blue cards. You're often going to have cheap creatures to exchange for their removal spell, or bomb noncreature spell. Alternatively, late-game manarock draws turn into ways to steal creatures with this card. It's super versatile and opponents never see a card like this coming when you have open mana. \n"}]}









































































