cyber_softie
66 views4 days ago
Commander
Size: 100Salt sum: 49.58
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{"ops":[{"insert":"I truly don't know why this guy isn't more popular, blue Zuko rocks and is mega fun! Time to regain our honor.\nI set 100€ budget for this build and it came out to 94,29€ on cheapest prints at the time of making.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"THE GAME PLAN"},{"insert":"\nRamp into "},{"insert":{"card-link":"The Blue Spirit"}},{"insert":", then drop a cheap flyer on most every combat step. Sometimes they'll have an effect or benefit synergies, sometimes they'll just be 1/1 dude with wings. We get to draw another card, which is hopefully another dude with wings. We'll quickly amass a wide board of flyers that then get to swing in to our opponents, often unblocked. Sometimes we'll get to return an unblocked flyer with a Ninjutsu creature (which is a creature entering during combat triggering card draw but NOT a cast trigger, so we can still get our first flash cast for our turn). Ninjutsu will have a neat effect AND return a cheap flyer to our hand for next turns drop. Rinse and repeat, hope everyone left their flying blockers in another deck!\n\n((I wish there were more cool playable ninjutsu creatures in blue, my only gripe with this deck! If you're looking to make cuts, probably look here first. Something like "},{"insert":{"card-link":"Moon-Circuit Hacker"}},{"insert":" is a little weak, "},{"insert":{"card-link":"Prosperous Bandit"}},{"insert":" is a little situational, but I really like it for this deck from a synergistic and flavor point of view. "},{"insert":{"card-link":"Sakashima's Student"}},{"insert":" basically looks like "},{"insert":{"card-link":"The Blue Spirit"}},{"insert":"'s twin!))\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"RAMP"},{"insert":"\nSo, step 1 is to ramp into "},{"insert":{"card-link":"The Blue Spirit"}},{"insert":" with the sizeable ramp section, ideally with 1 or 2 mana left after playing him.\nOur all star ramp piece is "},{"insert":{"card-link":"Bender's Waterskin"}},{"insert":" without a question, having this in the opening hand will usually mean an explosive start. I'm still testing "},{"insert":{"card-link":"Victory Chimes"}},{"insert":" but I think the fact that it makes colorless mana hinders it too much in this deck.\nMy personal favorite includes that I haven't seen anyone consider are "},{"insert":{"card-link":"Walking Atlas"}},{"insert":" and "},{"insert":{"card-link":"PuPu UFO"}},{"insert":". Creature ramp in general is nice in this deck since they can be flashed out to replace themselves in hand even after Zuko comes out and aren't dead draws when we're trying to top deck creatures. Afterwards they let us drop lands into play untapped at instant speed, possibly catching someone who thinks we're tapped out with a surprise blocker or piece of interaction. Before we play \"unlimited hand size\" a lot of lands end up useless in the bin without these two.\nThe rest is a fairly standard ramp package (plus one win con I'll explore later).\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"DRAW"},{"insert":"\nThe card draw this deck is capable of is enormous. Just baseline, since Zuko has no once per turn limit on his second ability, any creature you get to enter during combat lets you draw. This deck runs some ninjutsu/bounce/flash creatures but doesn't lean into it heavily. Regardless, anything amplifying that base ability to draw goes hard, namely "},{"insert":{"card-link":"Teferi's Ageless Insight"}},{"insert":", "},{"insert":{"card-link":"Defiler of Dreams"}},{"insert":" (which also offers great ramp) and a little behind them "},{"insert":{"card-link":"Wavebreak Hippocamp"}},{"insert":". The first two are a big mana commitment to get out, but feel insanely good once they are rolling.\nOur flyer army also let's us enjoy combat damage draw. There's a lot of these effects, I limited it to "},{"insert":{"card-link":"Reconnaissance Mission"}},{"insert":" (since it can be cycled away if not needed), "},{"insert":{"card-link":"Enduring Curiosity"}},{"insert":" (since it goes with the flash creature theme and has sticking power) and "},{"insert":{"card-link":"Flitterwing Nuisance"}},{"insert":" (since he's a 1-cost dude with wings). That last little guy in an opening hand, also usually great!\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"INTERACTION/PROTECTION"},{"insert":"\nMuch of our interaction and protection is tacked onto little flyers, so while the number of cards in each section does look solid, I won't hesitate to throw out a "},{"insert":{"card-link":"Plumecreed Escort"}},{"insert":" or "},{"insert":{"card-link":"Thieving Skydiver"}},{"insert":" for no other value than being a guy and drawing a card. There's always benefits to be weighed and exceptions to the rule, yada yada, but in general, if that's the only guy I'm holding, and I have the mana, he's going out. Digging through the deck to find more things becomes a little addicting!\nThere are creatures who pose an effective threat especially because they've been put on to the field, like "},{"insert":{"card-link":"Hope of Ghirapur"}},{"insert":" or "},{"insert":{"card-link":"Siren Stormtamer"}},{"insert":", those can lead to interesting play patterns.\nWe do have some Counterspells, the most standard being "},{"insert":{"card-link":"An Offer You Can't Refuse"}},{"insert":" which can come in clutch. Since this deck usually leaves a lot of mana open we get to run some more uncommon ones too, namely "},{"insert":{"card-link":"Unwind"}},{"insert":", "},{"insert":{"card-link":"Rewind"}},{"insert":" and "},{"insert":{"card-link":"Access Denied"}},{"insert":". The first two return our mana to play more flyers, the latter just makes flyers! No card draw on these ones though, shame. "},{"insert":{"card-link":"Spider-Sense"}},{"insert":" is phenomenal in this deck, we almost always have something beneficial to return and it comes with stifle.\nFor a devastating, flash speed board wipe we bring "},{"insert":{"card-link":"Scourge of Fleets"}},{"insert":". That thing wrecks and set's us up for success. If we're lucky we get to bounce it to hand with something and threaten to do it again if we have to, oh boy!\nBut I think my favorite is "},{"insert":{"card-link":"Kitesail Larcenist"}},{"insert":", it's just so amusing to me. \"My girlfriend turned into a coin.\" - \"That's rough, buddy.\" :/\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"HOW WE WIN"},{"insert":"\nPunching through ~120 Health across three opponents with a handful of cheap flyers is a bit unrealistic so we have a couple alternate win cons and helpful tools to seal the deal.\n"},{"insert":{"card-link":"Strixhaven Stadium"}},{"insert":" quickly grows into a must-answer threat with multiple birds swinging out every turn. If they give us more than one turn cycle with this on the field, someone's dropping.\n"},{"insert":{"card-link":"Twenty-Toed Toad"}},{"insert":" can put similar pressure on opponent interaction and we have the option to flash it in right before our turn, 20 cards already in hand (if we previously found \"unlimited hand size\"). If no one kept removal for your little frog, it's curtains!\nFor more combat oriented wins, "},{"insert":{"card-link":"Shadow Puppeteers"}},{"insert":" can transform all our flyers into scary dragons, doubling or quadrupling their power in most cases. Even "},{"insert":{"card-link":"Ornithopter of Paradise"}},{"insert":" and my main man "},{"insert":{"card-link":"PuPu UFO"}},{"insert":" can get in on the action! "},{"insert":{"card-link":"Mirrorform"}},{"insert":" has everything but your lands transform into your opponents most busted non-legendary guy, what a fun, explosive finish card!\nLastly "},{"insert":{"card-link":"Kaito, Cunning Infiltrator"}},{"insert":" and "},{"insert":{"card-link":"The Watcher in the Water"}},{"insert":" can overrun the board with little guys. They are ground-bound but numerous. We want to drop Kaito on a turn where we can guarantee a minimum of 6 creatures hitting and then ult immediately - unstoppable onslaught for the rest of the game. The Watcher needs the support of our draw-doublers to be truly outrageous, but even a few tentacles threaten to lock down opponents' most important tappers and make for great political blockers or attackers.\nAlso "},{"insert":{"card-link":"Ravenhill Flock"}},{"insert":", never underestimate a big bird with a stick shaped vaguely like a sword.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"MISCELLANEOUS"},{"insert":"\n"},{"insert":{"card-link":"Ominous Seas"}},{"insert":" is probably not that great in the grand scheme of things, but I have a soft spot for it and it fits in here just fine. I can't resist a big guy :>\n\nThere's two Anthems, "},{"insert":{"card-link":"Signal Pest"}},{"insert":" and "},{"insert":{"card-link":"Heraldic Banner"}},{"insert":" that do a surprising amount of work i think, has me looking into more possible Anthems.\n\nThe AU headcannon here is that Zuko (after entering the Planes somehow) founds his own little special secret society - the Blue Lotus - cause he's not great at coming up with names. After being influenced by Aang, he yearns for the ways of the Airbenders, so he invites anyone and everyone who can fly.. and a couple cool ninja dudes. The order uses appropriate force, seeking nonviolence whenever possible, but from time to time Zuko has to call in the murder (of crows) and they swoop down in a flash. \n"}]}
Bounce
Bounce
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Copy
Sakashima's Student
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
You may have this creature enter as a copy of any creature on the battlefield, except it's a Ninja in addition to its other creature types.
You may have this creature enter as a copy of any creature on the battlefield, except it's a Ninja in addition to its other creature types.
Creature - Human Ninja

Copy
(CTRL to add secondary)
Disruption
Kitesail Larcenist
Flying, ward
When this creature enters, for each player, choose up to one other target artifact or creature that player controls. For as long as this creature remains on the battlefield, the chosen permanents become Treasure artifacts with ", Sacrifice this artifact: Add one mana of any color" and lose all other abilities.
When this creature enters, for each player, choose up to one other target artifact or creature that player controls. For as long as this creature remains on the battlefield, the chosen permanents become Treasure artifacts with ", Sacrifice this artifact: Add one mana of any color" and lose all other abilities.
Creature - Human Pirate

Mistblade Shinobi
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever this creature deals combat damage to a player, you may return target creature that player controls to its owner's hand.
Whenever this creature deals combat damage to a player, you may return target creature that player controls to its owner's hand.
Creature - Human Ninja

Disruption
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Draw
Defiler of Dreams
Flying
As an additional cost to cast blue permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of blue mana you pay.
Whenever you cast a blue permanent spell, draw a card.
As an additional cost to cast blue permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of blue mana you pay.
Whenever you cast a blue permanent spell, draw a card.
Creature - Sphinx Phyrexian

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

Moon-Circuit Hacker
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card unless this creature entered this turn.
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card unless this creature entered this turn.
Creature Enchantment - Human Ninja

Draw
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Flyers
Thieving Skydiver
Kicker . X can't be 0. (You may pay an additional as you cast this spell.)
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Creature - Merfolk Rogue

Thousand-Faced Shadow
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Flying
When this creature enters from your hand, if it's attacking, create a token that's a copy of another target attacking creature. The token enters tapped and attacking.
Flying
When this creature enters from your hand, if it's attacking, create a token that's a copy of another target attacking creature. The token enters tapped and attacking.
Creature - Human Ninja

Flyers
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Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Land
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Protection
Spectral Adversary
Flash
Flying
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.
Flying
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.
Creature - Spirit

Protection
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Ramp
Prosperous Thief
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever one or more Ninja or Rogue creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever one or more Ninja or Rogue creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Human Ninja

Ramp
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Tokens
Chasm Skulker
Whenever you draw a card, put a +1/+1 counter on this creature.
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
Creature - Horror Squid

Kaito, Cunning Infiltrator
Whenever a creature you control deals combat damage to a player, put a loyalty counter on Kaito.
+1: Up to one target creature you control can't be blocked this turn. Draw a card, then discard a card.
−2: Create a 2/1 blue Ninja creature token.
−9: You get an emblem with "Whenever a player casts a spell, you create a 2/1 blue Ninja creature token."
+1: Up to one target creature you control can't be blocked this turn. Draw a card, then discard a card.
−2: Create a 2/1 blue Ninja creature token.
−9: You get an emblem with "Whenever a player casts a spell, you create a 2/1 blue Ninja creature token."
Legendary Planeswalker - Kaito

The Watcher in the Water
The Watcher in the Water enters tapped with nine stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
Legendary Creature - Kraken

Tokens
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Win Cons
Shadow Puppeteers
Flying, ward
When this creature enters, create two 1/1 black Faerie Rogue creature tokens with flying.
Whenever a creature you control with flying attacks, you may have it become a red Dragon with base power and toughness 4/4 in addition to its other colors and types until end of turn.
When this creature enters, create two 1/1 black Faerie Rogue creature tokens with flying.
Whenever a creature you control with flying attacks, you may have it become a red Dragon with base power and toughness 4/4 in addition to its other colors and types until end of turn.
Creature - Wizard Faerie

Strixhaven Stadium
: Add . Put a point counter on this artifact.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
Artifact

Twenty-Toed Toad
Your maximum hand size is twenty.
Whenever you attack with two or more creatures, put a +1/+1 counter on this creature and draw a card.
Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.
Whenever you attack with two or more creatures, put a +1/+1 counter on this creature and draw a card.
Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.
Creature - Wizard Frog

Win Cons
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card swaps / testing
The Unagi of Kyoshi Island
Flash
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Legendary Creature - Serpent

card swaps / testing
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Maybeboard
Spectral Deluge
Return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"I truly don't know why this guy isn't more popular, blue Zuko rocks and is mega fun! Time to regain our honor.\nI set 100€ budget for this build and it came out to 94,29€ on cheapest prints at the time of making.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"THE GAME PLAN"},{"insert":"\nRamp into "},{"insert":{"card-link":"The Blue Spirit"}},{"insert":", then drop a cheap flyer on most every combat step. Sometimes they'll have an effect or benefit synergies, sometimes they'll just be 1/1 dude with wings. We get to draw another card, which is hopefully another dude with wings. We'll quickly amass a wide board of flyers that then get to swing in to our opponents, often unblocked. Sometimes we'll get to return an unblocked flyer with a Ninjutsu creature (which is a creature entering during combat triggering card draw but NOT a cast trigger, so we can still get our first flash cast for our turn). Ninjutsu will have a neat effect AND return a cheap flyer to our hand for next turns drop. Rinse and repeat, hope everyone left their flying blockers in another deck!\n\n((I wish there were more cool playable ninjutsu creatures in blue, my only gripe with this deck! If you're looking to make cuts, probably look here first. Something like "},{"insert":{"card-link":"Moon-Circuit Hacker"}},{"insert":" is a little weak, "},{"insert":{"card-link":"Prosperous Bandit"}},{"insert":" is a little situational, but I really like it for this deck from a synergistic and flavor point of view. "},{"insert":{"card-link":"Sakashima's Student"}},{"insert":" basically looks like "},{"insert":{"card-link":"The Blue Spirit"}},{"insert":"'s twin!))\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"RAMP"},{"insert":"\nSo, step 1 is to ramp into "},{"insert":{"card-link":"The Blue Spirit"}},{"insert":" with the sizeable ramp section, ideally with 1 or 2 mana left after playing him.\nOur all star ramp piece is "},{"insert":{"card-link":"Bender's Waterskin"}},{"insert":" without a question, having this in the opening hand will usually mean an explosive start. I'm still testing "},{"insert":{"card-link":"Victory Chimes"}},{"insert":" but I think the fact that it makes colorless mana hinders it too much in this deck.\nMy personal favorite includes that I haven't seen anyone consider are "},{"insert":{"card-link":"Walking Atlas"}},{"insert":" and "},{"insert":{"card-link":"PuPu UFO"}},{"insert":". Creature ramp in general is nice in this deck since they can be flashed out to replace themselves in hand even after Zuko comes out and aren't dead draws when we're trying to top deck creatures. Afterwards they let us drop lands into play untapped at instant speed, possibly catching someone who thinks we're tapped out with a surprise blocker or piece of interaction. Before we play \"unlimited hand size\" a lot of lands end up useless in the bin without these two.\nThe rest is a fairly standard ramp package (plus one win con I'll explore later).\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"DRAW"},{"insert":"\nThe card draw this deck is capable of is enormous. Just baseline, since Zuko has no once per turn limit on his second ability, any creature you get to enter during combat lets you draw. This deck runs some ninjutsu/bounce/flash creatures but doesn't lean into it heavily. Regardless, anything amplifying that base ability to draw goes hard, namely "},{"insert":{"card-link":"Teferi's Ageless Insight"}},{"insert":", "},{"insert":{"card-link":"Defiler of Dreams"}},{"insert":" (which also offers great ramp) and a little behind them "},{"insert":{"card-link":"Wavebreak Hippocamp"}},{"insert":". The first two are a big mana commitment to get out, but feel insanely good once they are rolling.\nOur flyer army also let's us enjoy combat damage draw. There's a lot of these effects, I limited it to "},{"insert":{"card-link":"Reconnaissance Mission"}},{"insert":" (since it can be cycled away if not needed), "},{"insert":{"card-link":"Enduring Curiosity"}},{"insert":" (since it goes with the flash creature theme and has sticking power) and "},{"insert":{"card-link":"Flitterwing Nuisance"}},{"insert":" (since he's a 1-cost dude with wings). That last little guy in an opening hand, also usually great!\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"INTERACTION/PROTECTION"},{"insert":"\nMuch of our interaction and protection is tacked onto little flyers, so while the number of cards in each section does look solid, I won't hesitate to throw out a "},{"insert":{"card-link":"Plumecreed Escort"}},{"insert":" or "},{"insert":{"card-link":"Thieving Skydiver"}},{"insert":" for no other value than being a guy and drawing a card. There's always benefits to be weighed and exceptions to the rule, yada yada, but in general, if that's the only guy I'm holding, and I have the mana, he's going out. Digging through the deck to find more things becomes a little addicting!\nThere are creatures who pose an effective threat especially because they've been put on to the field, like "},{"insert":{"card-link":"Hope of Ghirapur"}},{"insert":" or "},{"insert":{"card-link":"Siren Stormtamer"}},{"insert":", those can lead to interesting play patterns.\nWe do have some Counterspells, the most standard being "},{"insert":{"card-link":"An Offer You Can't Refuse"}},{"insert":" which can come in clutch. Since this deck usually leaves a lot of mana open we get to run some more uncommon ones too, namely "},{"insert":{"card-link":"Unwind"}},{"insert":", "},{"insert":{"card-link":"Rewind"}},{"insert":" and "},{"insert":{"card-link":"Access Denied"}},{"insert":". The first two return our mana to play more flyers, the latter just makes flyers! No card draw on these ones though, shame. "},{"insert":{"card-link":"Spider-Sense"}},{"insert":" is phenomenal in this deck, we almost always have something beneficial to return and it comes with stifle.\nFor a devastating, flash speed board wipe we bring "},{"insert":{"card-link":"Scourge of Fleets"}},{"insert":". That thing wrecks and set's us up for success. If we're lucky we get to bounce it to hand with something and threaten to do it again if we have to, oh boy!\nBut I think my favorite is "},{"insert":{"card-link":"Kitesail Larcenist"}},{"insert":", it's just so amusing to me. \"My girlfriend turned into a coin.\" - \"That's rough, buddy.\" :/\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"HOW WE WIN"},{"insert":"\nPunching through ~120 Health across three opponents with a handful of cheap flyers is a bit unrealistic so we have a couple alternate win cons and helpful tools to seal the deal.\n"},{"insert":{"card-link":"Strixhaven Stadium"}},{"insert":" quickly grows into a must-answer threat with multiple birds swinging out every turn. If they give us more than one turn cycle with this on the field, someone's dropping.\n"},{"insert":{"card-link":"Twenty-Toed Toad"}},{"insert":" can put similar pressure on opponent interaction and we have the option to flash it in right before our turn, 20 cards already in hand (if we previously found \"unlimited hand size\"). If no one kept removal for your little frog, it's curtains!\nFor more combat oriented wins, "},{"insert":{"card-link":"Shadow Puppeteers"}},{"insert":" can transform all our flyers into scary dragons, doubling or quadrupling their power in most cases. Even "},{"insert":{"card-link":"Ornithopter of Paradise"}},{"insert":" and my main man "},{"insert":{"card-link":"PuPu UFO"}},{"insert":" can get in on the action! "},{"insert":{"card-link":"Mirrorform"}},{"insert":" has everything but your lands transform into your opponents most busted non-legendary guy, what a fun, explosive finish card!\nLastly "},{"insert":{"card-link":"Kaito, Cunning Infiltrator"}},{"insert":" and "},{"insert":{"card-link":"The Watcher in the Water"}},{"insert":" can overrun the board with little guys. They are ground-bound but numerous. We want to drop Kaito on a turn where we can guarantee a minimum of 6 creatures hitting and then ult immediately - unstoppable onslaught for the rest of the game. The Watcher needs the support of our draw-doublers to be truly outrageous, but even a few tentacles threaten to lock down opponents' most important tappers and make for great political blockers or attackers.\nAlso "},{"insert":{"card-link":"Ravenhill Flock"}},{"insert":", never underestimate a big bird with a stick shaped vaguely like a sword.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"MISCELLANEOUS"},{"insert":"\n"},{"insert":{"card-link":"Ominous Seas"}},{"insert":" is probably not that great in the grand scheme of things, but I have a soft spot for it and it fits in here just fine. I can't resist a big guy :>\n\nThere's two Anthems, "},{"insert":{"card-link":"Signal Pest"}},{"insert":" and "},{"insert":{"card-link":"Heraldic Banner"}},{"insert":" that do a surprising amount of work i think, has me looking into more possible Anthems.\n\nThe AU headcannon here is that Zuko (after entering the Planes somehow) founds his own little special secret society - the Blue Lotus - cause he's not great at coming up with names. After being influenced by Aang, he yearns for the ways of the Airbenders, so he invites anyone and everyone who can fly.. and a couple cool ninja dudes. The order uses appropriate force, seeking nonviolence whenever possible, but from time to time Zuko has to call in the murder (of crows) and they swoop down in a flash. \n"}]}









































































