Injustice
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Commander
Size: 100Salt sum: 47.76
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Anthem
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Clones
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Rimefire Torque
As this artifact enters, choose a creature type.
Whenever a permanent you control of the chosen type enters, put a charge counter on this artifact.
, Remove three charge counters from this artifact: When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy.
Whenever a permanent you control of the chosen type enters, put a charge counter on this artifact.
, Remove three charge counters from this artifact: When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy.
Artifact

Copy
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Creature
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Inscription of Insight
Kicker
Choose one. If this spell was kicked, choose any number instead.
• Return up to two target creatures to their owners' hands.
• Scry 2, then draw two cards.
• Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
Choose one. If this spell was kicked, choose any number instead.
• Return up to two target creatures to their owners' hands.
• Scry 2, then draw two cards.
• Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
Sorcery

Mordenkainen
+2: Draw two cards, then put a card from your hand on the bottom of your library.
−2: Create a blue Dog Illusion creature token with "This token's power and toughness are each equal to twice the number of cards in your hand."
−10: Exchange your hand and library, then shuffle. You get an emblem with "You have no maximum hand size."
−2: Create a blue Dog Illusion creature token with "This token's power and toughness are each equal to twice the number of cards in your hand."
−10: Exchange your hand and library, then shuffle. You get an emblem with "You have no maximum hand size."
Legendary Planeswalker - Mordenkainen

Titan of Littjara
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Whenever this creature enters or attacks, you may draw a card for each other creature you control that shares a creature type with it. If you do, discard a card.
This creature is the chosen type in addition to its other types.
Whenever this creature enters or attacks, you may draw a card for each other creature you control that shares a creature type with it. If you do, discard a card.
Creature - Illusion

Draw
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Land
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Lost in the Maze
Flash
When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
Enchantment

Protection
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Gathering Stone
As this artifact enters, choose a creature type.
Spells you cast of the chosen type cost less to cast.
When this artifact enters and at the beginning of your upkeep, look at the top card of your library. If it's a card of the chosen type, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Spells you cast of the chosen type cost less to cast.
When this artifact enters and at the beginning of your upkeep, look at the top card of your library. If it's a card of the chosen type, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Artifact

Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact

Ramp
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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

Removal
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Chronozoa
Flying
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this creature dies, if it had no time counters on it, create two tokens that are copies of it.
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this creature dies, if it had no time counters on it, create two tokens that are copies of it.
Creature - Illusion

Mesmerizing Benthid
When this creature enters, create two 0/2 blue Illusion creature tokens with "Whenever this token blocks a creature, that creature doesn't untap during its controller's next untap step."
This creature has hexproof as long as you control an Illusion.
This creature has hexproof as long as you control an Illusion.
Creature - Octopus

Minn, Wily Illusionist
Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This token gets +1/+0 for each other Illusion you control."
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Legendary Creature - Wizard Gnome

Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Illusions. The creature type that both has a distinct identity and doesn't at the same time. They fall into two categories: Overstatted and undercosted creatures with the downside of being sacrificed when targeted, or overcosted and understatted with a big enough upside to make up for the cost. So the solution is an Aggro Control deck.\n\n"},{"insert":{"card-link":"Grazilaxx, Illithid Scholar"}},{"insert":" is the commander of choice to lead illusions. It offers a combo of protection and card draw that can hit the board early to pair with larger, early threats. And because our larger threats cost less than normal, we don't mind putting them back into our hand to get more value from late game pieces. \n\n"},{"insert":{"card-link":"Krovikan Mist"}},{"insert":" is the single best creature in the deck. 2 mana for a flying creature that can start hitting for just a little too much damage a little too early, and with a couple of illusion token creators, it becomes both an early game threat and a late game finisher. Paired with "},{"insert":{"card-link":"Mirrorform"}},{"insert":" and you can end the game with just a couple of extra things on board. Mirrorform has other good targets in the deck, like "},{"insert":{"card-link":"Oneirophage"}},{"insert":" that can make a relatively small board state lethal with just one card draw spell. \n\nThe deck has a ramp package to reduce the cost of our creatures so we can drop "},{"insert":{"card-link":"Titan of Littjara"}},{"insert":" or "},{"insert":{"card-link":"Kindred Discovery"}},{"insert":" a couple of turns early, and add that much more value to our early creatures. And being able to hold up a "},{"insert":{"card-link":"Draining Whelk"}},{"insert":" for an opponents crucial combo turn or big X spell ahead of schedule can swing the game in our favor. \n\n"},{"insert":{"card-link":"Dismiss into Dream"}},{"insert":" is more fun than it is useful. But being able to shut down voltron opponents or decks relying on pump spells is always nice. And helping one opponent remove another opponent's creature can help in the long run. Or getting around indestructible creatures or our opponents' counter magic. Many great uses from a thematic card. Also boardwiping with a "},{"insert":{"card-link":"Sway of Illusion"}},{"insert":" is pretty fun.\n\nThe deck is running a fair bit of removal to push through the mid game into the late game where we can outvalue our opponents. Counterspells to stop combo decks, exile and destruction effects to get rid of what we couldn't counterspell. And "},{"insert":{"card-link":"Stifle"}},{"insert":" acts as a multipurpose spell to stop a crucial ability from an opponent, but also being able to stifle our own sacrifice triggers from an illusion can help push through a lethal swing. Or even Mirrorforming a "},{"insert":{"card-link":"Phantasmal Dreadmaw"}},{"insert":" or "},{"insert":{"card-link":"Phantasmal Dragon"}},{"insert":", Stifle is the true multitool for the deck.\n\nThe biggest overall strength to the deck is that most of the creatures in the deck \"aren't good enough\" for our opponents to want to use removal on them. This can buy us 1 extra turn of value multiple times. Pair this with the potential for early threats, and we can gain a lead against most decks that aren't dedicated aggro. It's a simple deck. You play out creatures, you go sideways, you make big plays for the end, and you take little advantages everywhere as soon as Turn 1\n"}]}





























































