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Commander
Size: 100Salt sum: 33.91
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M_acing

50 views14 days ago
Commander
Size: 100Salt sum: 33.91

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{"ops":[{"insert":"NOW YOU SEE ME...\n\nCommander: King of the Oathbreakers\n\nColor Identity: Orzhov\n\nPrimary Theme: Spirit Fortress / Phasing\n\nPower Target: Interactive Bracket 3\n\nPrototype: 100 v0.1\n\n«Now you see me. Now you don't. Now there are more of us.»\n\n---\n\nDECK CONCEPT\n\nNow You See Me... is an Orzhov Spirit deck built around making its creature ecosystem exceptionally difficult to remove.\n\nIts central doctrine is:\n\nThe spell points.\n\nThe Spirits disappear.\n\nThe threat finds nothing.\n\nThe army returns larger.\n\nKing of the Oathbreakers causes itself or another Spirit we control to phase out whenever that creature becomes the target of a spell.\n\nWhen those Spirits phase back in, the King creates a tapped 1/1 white Spirit creature token with flying for each one.\n\nTargeted spells therefore do more than fail to remove our creatures. They can increase the size of our army.\n\nThe deck combines this automatic protection with independent phasing, indestructible, recovery, interaction, and combat finishers.\n\nThe King coordinates the disappearance.\n\nHe does not own the only escape route.\n\n---\n\nIMPORTANT KING OF THE OATHBREAKERS RULE\n\nKing of the Oathbreakers triggers when a Spirit becomes the target of a spell.\n\nIt does not trigger merely because a Spirit becomes the target of an activated or triggered ability.\n\nThis means:\n\n- Targeted removal spells normally cause the Spirit to phase out.\n- Targeted protection spells can deliberately cause our Spirits to phase out.\n- Targeted abilities do not automatically trigger the King.\n- Board wipes usually do not target and therefore do not trigger the King.\n- Sacrifice effects do not normally target individual creatures.\n- Global toughness reduction does not target.\n- Effects that remove abilities may prevent the King from functioning.\n\nThe rest of the protection package exists to cover these failure domains.\n\n---\n\nHOW PHASING WORKS\n\nA phased-out permanent is treated as though it does not exist until it phases in.\n\nPhasing does not cause the permanent to leave the battlefield.\n\nTherefore:\n\n- Enter-the-battlefield abilities do not trigger when a creature phases in.\n- Leave-the-battlefield abilities do not trigger when it phases out.\n- Death triggers do not trigger.\n- Counters remain on the permanent.\n- Auras and Equipment attached to it normally phase out with it.\n- The permanent returns under the same player's control.\n- A phased-out creature normally phases in during its controller's untap step.\n- Phasing does not give a creature summoning sickness again.\n- Tokens can phase out and later phase back in.\n\nKing of the Oathbreakers has a separate triggered ability for Spirits phasing in.\n\nEach Spirit that phases in creates a separate tapped 1/1 white Spirit token with flying.\n\n---\n\nTHE PROTECTION ARCHITECTURE\n\nThe deck does not rely on one universal protection effect.\n\nIt uses several overlapping defensive layers.\n\nLAYER ONE: AUTOMATIC SPELL PROTECTION\n\nKing of the Oathbreakers automatically protects Spirits from spells that target them.\n\nExamples include:\n\n- Swords to Plowshares\n- Path to Exile\n- Anguished Unmaking\n- Generous Gift\n- Beast Within\n- Pongify\n- Rapid Hybridization\n- Targeted bounce spells\n\nThe opposing spell remains on the stack, but its Spirit target phases out.\n\nIf every target becomes illegal, the spell does not affect that Spirit.\n\nWhen the Spirit phases back in, the King creates another Spirit token.\n\n---\n\nLAYER TWO: DELIBERATE MASS TARGETING\n\nTouch of Darkness and Heaven's Gate allow us to target any number of creatures.\n\nWith the King present, targeting our Spirits causes each one to phase out.\n\nThese one-mana spells can therefore function as mass protection.\n\nThey are especially valuable because they can save several Spirits while leaving most of our mana available.\n\nCauldron Haze performs a similar role.\n\nWith the King present, Spirits targeted by Cauldron Haze phase out before the spell resolves.\n\nWithout the King, the targeted creatures receive persist instead.\n\nThis gives Cauldron Haze two independent operating modes:\n\n- Mass phasing with the King.\n- Mass death insurance without the King.\n\n---\n\nLAYER THREE: INDEPENDENT PHASING\n\nThe deck must still function when the King is absent or has lost his abilities.\n\nIndependent phasing includes:\n\n- Teferi's Protection\n- Clever Concealment\n- Guardian of Faith\n- Robe of Stars\n- Haystack\n\nThese cards protect the battlefield without depending entirely on the commander's triggered ability.\n\nGuardian of Faith is especially important because it is itself a Spirit and can phase out other creatures.\n\nClever Concealment can often be cast with little or no mana by tapping creatures to pay its convoke cost.\n\nTeferi's Protection protects our permanents, life total, and immediate position simultaneously.\n\n---\n\nLAYER FOUR: INDESTRUCTIBLE\n\nSome board wipes destroy creatures without targeting them.\n\nThe indestructible layer includes:\n\n- Selfless Spirit\n- Boromir, Warden of the Tower\n- Sephara, Sky's Blade\n- Kindred Boon\n- Akroma's Will\n\nThese cards protect against destroy effects that bypass the King's automatic trigger.\n\nIndestructible does not protect against:\n\n- Exile\n- Sacrifice\n- Returning creatures to hand\n- Toughness being reduced to zero\n- Ability suppression\n- Being placed into the library\n\nKnowing which defensive layer is required is essential.\n\n---\n\nLAYER FIVE: RECOVERY\n\nSometimes the fortress will be breached.\n\nThe recovery layer includes:\n\n- Cosmic Intervention\n- Promise of Tomorrow\n- Karmic Guide\n- Ao, the Dawn Sky\n- Junji, the Midnight Sky\n- Selfless Spirit\n- Boromir, Warden of the Tower\n\nThe objective is not to become literally immune to every possible answer.\n\nThe objective is to make every removal route inefficient, temporary, or recoverable.\n\n---\n\nPROTECTION PACKAGE NOTES\n\nEERIE INTERLUDE\n\nEerie Interlude exiles creatures and later returns them.\n\nThis is not phasing.\n\nWith the King present, targeted Spirits phase out before Eerie Interlude resolves. Non-Spirit support creatures can still be exiled and returned.\n\nDo not use Eerie Interlude carelessly on creature tokens.\n\nA token that is exiled ceases to exist and cannot return.\n\n---\n\nROBE OF STARS\n\nRobe of Stars can phase out its equipped creature.\n\nHowever, equip is a targeted ability.\n\nIf the King is already present and Robe of Stars attempts to equip a Spirit, the King's spell-trigger does not apply because equip is an ability, not a spell. The equip ability can therefore resolve normally unless another effect interferes.\n\nOnce attached, Robe of Stars provides repeatable personal phasing.\n\n---\n\nHAYSTACK\n\nHaystack uses a targeted activated ability.\n\nThe King does not trigger from that ability because Haystack is not a spell.\n\nThe Haystack ability itself must resolve to phase out the creature.\n\nThis makes Haystack useful both with and without the commander.\n\n---\n\nTHE SPIRIT HOST\n\nThe deck contains a high density of Spirits because King only provides automatic spell protection to that creature type.\n\nThe early Spirit package is not filler.\n\nEvery creature is expected to contribute interaction, protection, development, recovery, card advantage, or pressure.\n\nImportant early Spirits include:\n\n- Kami of False Hope\n- Indebted Spirit\n- Selfless Spirit\n- Clarion Spirit\n- Rescuer Chwinga\n- Kami of Ancient Law\n- Remorseful Cleric\n- White Orchid Phantom\n- Guardian of Faith\n- Anafenza, Unyielding Lineage\n- Bygone Bishop\n- Skyclave Apparition\n- Hanged Executioner\n\nThe deck contains 29 Spirit cards in the 99, plus King of the Oathbreakers in the command zone.\n\nChaplain of Alms is not a Spirit on its front face, but its disturbed back face, Chapel Shieldgeist, is a Spirit.\n\nMirror Entity has changeling and is therefore a Spirit in every zone.\n\nBlack Market Connections can also create Shapeshifter tokens with changeling. Those tokens are Spirits and receive the King's protection.\n\n---\n\nEARLY GAME\n\nThe first turns establish mana and a useful Spirit presence.\n\nA normal development pattern is:\n\nTurn one: Land and Sol Ring, Wayfarer's Bauble, or an inexpensive Spirit.\n\nTurn two: Mana rock, interaction, or another functional Spirit.\n\nTurn three: Additional development, a protection piece, or a value engine.\n\nTurn four: Cast King of the Oathbreakers when he will immediately improve the position.\n\nTurn five: Continue developing while holding up protection.\n\nThe King does not need to be cast simply because four mana is available.\n\nCasting him into an empty battlefield often exposes the commander without gaining enough value.\n\nThe best King turns normally involve:\n\n- At least one other Spirit.\n- Available protection.\n- An opponent who relies on targeted removal.\n- A follow-up spell that can deliberately phase multiple Spirits.\n\n---\n\nOPERATIONAL MANA THRESHOLDS\n\nThe deck uses three protection thresholds.\n\nAUTOMATIC SHIELD: TURN FOUR\n\nThe King is on the battlefield and protects himself and other Spirits from targeted spells.\n\nFUNCTIONAL FORTRESS: TURN FIVE\n\nThe King is present with an active protection route or established defensive permanent.\n\nINDEPENDENT FORTRESS: TURN FIVE OR SIX\n\nThe deck can protect or recover its battlefield even when the King is absent.\n\nThe deck is not trying to force an artificial turn-three King.\n\nReliable protected development is more important than deploying the commander one turn earlier.\n\n---\n\nCARD ADVANTAGE\n\nProtection alone does not win a game.\n\nThe fortress must convert survival and token production into additional cards.\n\nTOCASIA'S WELCOME\n\nThe Spirit tokens created by the King have mana value zero.\n\nWhen one enters, Tocasia's Welcome can draw a card.\n\nBecause Spirits normally phase in during our untap step, the King may create a token before the main phase. This can provide a card before we cast another creature.\n\nTocasia's Welcome can trigger only once each turn, but additional creatures entering during opponents' turns can generate more cards.\n\n---\n\nIDOL OF OBLIVION\n\nIdol of Oblivion can draw a card during any turn in which we created a token.\n\nKing naturally enables it:\n\nSpirit phases in.\n\nKing creates a token.\n\nIdol of Oblivion becomes active.\n\nIts expensive sacrifice ability can eventually create a 10/10 Eldrazi token when the game stalls.\n\n---\n\nBLACK MARKET CONNECTIONS\n\nBlack Market Connections provides three functions:\n\n- Treasure production.\n- Card advantage.\n- A 3/2 changeling creature token.\n\nThe changeling token is a Spirit and therefore receives the King's protection.\n\nThe life payments should be managed carefully, but Kokusho, extort, and other lifegain routes can help stabilize the life total.\n\n---\n\nTROUBLE IN PAIRS\n\nTrouble in Pairs draws cards when opponents:\n\n- Draw their second card in a turn.\n- Cast their second spell in a turn.\n- Attack us with two or more creatures.\n- Attempt to take an extra turn.\n\nIt punishes opponents for trying to overwhelm the fortress through speed or volume.\n\n---\n\nBYGONE BISHOP\n\nBygone Bishop creates Clue tokens when we cast qualifying nontoken creatures.\n\nThe deck contains many inexpensive Spirits, allowing ordinary development to become delayed card advantage.\n\nThe Clues are also useful after a board wipe because they remain available even if our creatures are removed.\n\n---\n\nINTERACTION\n\nNow You See Me... is defensive, but it is not passive.\n\nThe interaction package covers creatures, commanders, artifacts, enchantments, graveyards, lands, and other problematic permanents.\n\nImportant routes include:\n\n- Swords to Plowshares\n- Anguished Unmaking\n- Generous Gift\n- Austere Command\n- Skyclave Apparition\n- Hanged Executioner\n- Kami of Ancient Law\n- Remorseful Cleric\n- Grey Host Reinforcements\n- White Orchid Phantom\n- Shrouded Shepherd\n\nSwords to Plowshares efficiently answers dangerous creatures and commanders.\n\nAnguished Unmaking exiles any nonland permanent.\n\nGenerous Gift answers any permanent, including problematic lands.\n\nAustere Command provides configurable mass removal and can often preserve part of our own battlefield.\n\n---\n\nABILITY-SUPPRESSION THREATS\n\nThe most dangerous effects are those that remove or suppress the King's abilities.\n\nExamples include Humility-style effects and temporary ability-loss spells.\n\nIf the King has no abilities, targeted spells no longer cause Spirits to phase out automatically.\n\nPermanent suppression pieces should be removed with:\n\n- Anguished Unmaking\n- Generous Gift\n- Austere Command\n- Kami of Ancient Law\n- Skyclave Apparition, when legally applicable\n\nTemporary ability suppression must normally be survived through independent protection, indestructible, recovery, or careful sequencing.\n\nDo not assume the commander is functioning merely because he remains on the battlefield.\n\nAlways check whether his text is currently active.\n\n---\n\nBOARD WIPES\n\nMost board wipes do not target.\n\nThe King therefore does not automatically protect Spirits from cards such as:\n\n- Wrath of God\n- Damnation\n- Toxic Deluge\n- Farewell\n- Austere Command\n- Blasphemous Act\n\nThe correct response depends on the removal type.\n\nAGAINST DESTROY EFFECTS\n\nUse:\n\n- Selfless Spirit\n- Boromir, Warden of the Tower\n- Sephara, Sky's Blade\n- Kindred Boon\n- Akroma's Will\n- Independent phasing\n\nAGAINST EXILE EFFECTS\n\nUse:\n\n- Teferi's Protection\n- Clever Concealment\n- Guardian of Faith\n- Other true phasing routes\n\nIndestructible does not stop exile.\n\nAGAINST TOUGHNESS REDUCTION\n\nUse phasing whenever possible.\n\nIndestructible does not save a creature whose toughness becomes zero or less.\n\nAGAINST SACRIFICE EFFECTS\n\nPhase important creatures out before the sacrifice instruction resolves when possible.\n\nA phased-out creature cannot be chosen because it is treated as though it does not exist.\n\nThe growing Spirit-token population also provides expendable sacrifice material when phasing is unavailable.\n\n---\n\nMIDGAME\n\nThe midgame is about constructing overlapping defensive layers.\n\nA developed position may contain:\n\n- King of the Oathbreakers.\n- Several functional Spirits.\n- One independent phasing route.\n- One indestructible route.\n- A repeatable card-advantage engine.\n- Interaction held in hand.\n\nDo not deploy every protection card immediately.\n\nProtection in hand creates uncertainty for opponents and covers threats that have not yet appeared.\n\nThe deck becomes strongest when opponents cannot determine which removal domain is currently vulnerable.\n\n---\n\nSUPPORTING SPIRITS\n\nWINDBORN MUSE\n\nWindborn Muse taxes attackers.\n\nThe King discourages targeted spells, while Windborn Muse makes combat attacks expensive.\n\nTogether they protect different access routes to the fortress.\n\n---\n\nDROGSKOL REINFORCEMENTS\n\nDrogskol Reinforcements prevents all noncombat damage that would be dealt to Spirits.\n\nThis protects against:\n\n- Damage-based board wipes.\n- Pingers.\n- Damage-based triggered abilities.\n- Incidental noncombat damage.\n\nIt also grants melee to other Spirits, increasing combat pressure in multiplayer games.\n\nIt does not protect against destroy, exile, sacrifice, or toughness reduction.\n\n---\n\nGREY HOST REINFORCEMENTS\n\nGrey Host Reinforcements exiles a player's graveyard and grows according to the creature cards removed.\n\nIts ability targets the player, not one of our Spirits.\n\nIt provides graveyard interaction and a scalable protected threat in one slot.\n\n---\n\nCRYPT GHAST\n\nCrypt Ghast is both a Spirit and a mana engine.\n\nThe manabase contains multiple natural Swamps, while Urborg, Tomb of Yawgmoth can turn every land into a Swamp.\n\nCrypt Ghast helps the deck:\n\n- Cast multiple spells in one turn.\n- Develop while keeping protection mana available.\n- Produce large Mirror Entity activations.\n- Reach Moonshaker Cavalry.\n\nCrypt Ghast is a midgame engine, not a replacement for early acceleration.\n\n---\n\nBREACH INSURANCE\n\nSome Spirits reward us when they die.\n\nThe deck does not actively want its creatures to die.\n\nThese cards provide value when the fortress is finally breached.\n\nAO, THE DAWN SKY\n\nWhen Ao dies, it can either:\n\n- Rebuild part of our low-cost permanent infrastructure.\n- Put two +1/+1 counters on every creature and Vehicle we control.\n\nCounters remain on creatures through phasing.\n\nAo is therefore a threat, recovery piece, and potential battlefield amplifier.\n\n---\n\nJUNJI, THE MIDNIGHT SKY\n\nWhen Junji dies, it can:\n\n- Force every opponent to discard two cards and lose 2 life.\n- Reanimate a non-Dragon creature from a graveyard.\n\nJunji is breach insurance rather than a dedicated sacrifice engine.\n\n---\n\nKOKUSHO, THE EVENING STAR\n\nWhen Kokusho dies, each opponent loses 5 life and we gain life equal to the total life lost.\n\nIn a normal four-player game, this can mean:\n\n- 15 total life lost by opponents.\n- 15 life gained by us.\n\nKokusho stabilizes races and provides reach after the fortress is breached.\n\n---\n\nKARMIC GUIDE\n\nKarmic Guide returns an important creature directly to the battlefield.\n\nCommon recovery targets include:\n\n- Guardian of Faith\n- Selfless Spirit\n- Mirror Entity\n- Crypt Ghast\n- Moonshaker Cavalry\n- A major Spirit removed before the fortress was established\n\nKarmic Guide does not need to survive indefinitely if its enter-the-battlefield ability has already repaired the board.\n\n---\n\nCLOSING ROUTE A: MOONSHAKER CAVALRY\n\nMoonshaker Cavalry is the most direct hard closer.\n\nWhen it enters, our creatures gain flying and receive +X/+X until end of turn, where X is the number of creatures we control.\n\nThe King naturally creates a wide board of Spirit tokens.\n\nMoonshaker converts that accumulated battlefield into immediate lethal pressure.\n\nBefore casting it, count:\n\n- Total creatures.\n- Available attackers.\n- Summoning sickness.\n- Potential blockers.\n- Open interaction from opponents.\n- Whether protection can be held up.\n\nMoonshaker should normally be cast when it threatens to end the game, not merely to create a large attack.\n\n---\n\nCLOSING ROUTE B: AKROMA'S WILL\n\nAkroma's Will can function as both protection and a finisher.\n\nWhen we control our commander as we cast it, we may choose both modes.\n\nOur creatures receive:\n\n- Flying.\n- Vigilance.\n- Double strike.\n- Lifelink.\n- Indestructible.\n- Protection from each color.\n\nOn a sufficiently wide battlefield, this often produces an immediate winning attack.\n\nAkroma's Will is particularly valuable because it remains useful when we are not ready to win. Its defensive mode can preserve the battlefield from destroy effects and combat damage.\n\n---\n\nCLOSING ROUTE C: MIRROR ENTITY\n\nMirror Entity has changeling and is therefore a Spirit.\n\nIts activated ability sets the base power and toughness of every creature we control to X/X.\n\nA battlefield of small Spirit tokens can suddenly become a lethal army.\n\nExample:\n\n- Seven creatures.\n- Six mana available.\n- Mirror Entity activates for X equals 6.\n- The battlefield represents 42 power before additional bonuses.\n\nCrypt Ghast can produce the mana required for very large activations.\n\nMirror Entity remains a closing route even when the King is unavailable.\n\nMIRROR ENTITY WARNING\n\nDo not activate Mirror Entity for X equals zero unless deliberately trying to kill the battlefield.\n\nCreatures with base toughness zero will normally be placed into their owners' graveyards as a state-based action.\n\nAlso remember that turning a creature into a Spirit after it was already targeted does not retroactively trigger the King.\n\n---\n\nCOMMANDER INDEPENDENCE\n\nThe King is the most efficient protection engine, but the deck must continue functioning without him.\n\nWithout King of the Oathbreakers, the deck still has access to:\n\n- Teferi's Protection\n- Clever Concealment\n- Guardian of Faith\n- Selfless Spirit\n- Boromir, Warden of the Tower\n- Sephara, Sky's Blade\n- Kindred Boon\n- Cosmic Intervention\n- Promise of Tomorrow\n- Karmic Guide\n- Austere Command\n- Moonshaker Cavalry\n- Akroma's Will\n- Mirror Entity\n\nRemoving the King weakens the automatic shield and token engine.\n\nIt does not dismantle the entire fortress.\n\n---\n\nMULLIGAN PRIORITIES\n\nA strong opening hand normally contains:\n\n- Two or three usable lands.\n- At least one early accelerator.\n- At least one functional Spirit.\n- At least one protection, draw, or interaction piece.\n- A believable turn-three and turn-four sequence.\n\nThe hand does not need to contain the commander because he is always available from the command zone.\n\nSTRONG KEEPS\n\nKeep hands containing:\n\n- Three lands, a mana rock, and a useful Spirit.\n- Two lands, reliable acceleration, and early development.\n- Three lands, an early Spirit, and card advantage.\n- Functional mana plus a protection route and meaningful action.\n\nCONDITIONAL KEEPS\n\nConsider keeping:\n\n- Two lands plus Wayfarer's Bauble or a two-mana rock.\n- A slower hand containing strong card advantage and interaction.\n- A hand without an early Spirit when its mana and support structure are excellent.\n- A hand with several Spirits but limited protection when the curve is low.\n\nMULLIGANS\n\nSend back hands containing:\n\n- Fewer than two usable mana sources.\n- Only colorless mana.\n- Multiple expensive Spirits without early development.\n- Protection without creatures or card advantage.\n- Creatures without sufficient mana.\n- A hand that cannot produce both white and black mana by turn four.\n- Several tapped lands with no functional early sequence.\n\nThe objective is not simply to cast the King on turn four.\n\nThe objective is to establish a battlefield worth protecting.\n\n---\n\nIMPORTANT PLAY PATTERNS\n\nDO NOT CONFUSE TARGETING WITH BOARD IMPACT\n\nA spell can destroy creatures without targeting them.\n\nAlways look for the word target.\n\nIf the spell does not target the Spirit, the King's automatic ability normally does not trigger.\n\n---\n\nPROTECT THE CORRECT LAYER\n\nDo not use indestructible against exile.\n\nDo not use indestructible against toughness reduction.\n\nDo not rely on the King against a board wipe.\n\nDo not rely on the King when his abilities have been removed.\n\nIdentify the removal domain before choosing the response.\n\n---\n\nPHASE BEFORE THE EFFECT RESOLVES\n\nA creature must phase out before the hostile effect resolves.\n\nOnce a destroy, exile, sacrifice, or toughness-reduction effect has resolved, protection is normally too late.\n\n---\n\nDO NOT OVERCOMMIT\n\nA protected battlefield of five useful creatures is often better than an exposed battlefield of nine creatures.\n\nHold additional Spirits when the current board already applies pressure.\n\nRecovery is strongest when there are resources left in hand after a wipe.\n\n---\n\nTURN PROTECTION INTO ADVANTAGE\n\nWhen possible, use the King's shield proactively.\n\nMass-targeting spells can:\n\n- Save Spirits.\n- Trigger phasing.\n- Produce new tokens when the Spirits return.\n- Activate Tocasia's Welcome.\n- Activate Idol of Oblivion.\n- Increase the future power of Moonshaker Cavalry.\n\nProtection is not merely defensive.\n\nIt is part of the deck's development engine.\n\n---\n\nCOUNT PHASE-IN TRIGGERS CAREFULLY\n\nEach Spirit phasing in creates a separate King trigger.\n\nIf five Spirits phase in, the King creates five tapped 1/1 Spirit tokens.\n\nThose tokens enter separately through triggered abilities, but effects that trigger only once each turn still trigger only once.\n\n---\n\nKNOWN WEAKNESSES\n\nThe fortress is extremely resilient, but it is not invulnerable.\n\nIts principal weaknesses are:\n\n- Ability suppression.\n- Non-targeted exile.\n- Forced sacrifice.\n- Large toughness reduction.\n- Graveyard exile after a breach.\n- Effects that prevent triggered abilities.\n- Effects that stop phasing or prevent creatures from returning normally.\n- Repeated commander removal before a Spirit board is established.\n- Fast combo decks that do not care about creature combat.\n- Life loss from Black Market Connections and other resource engines.\n\nThe deck answers these threats through diversified protection and interaction rather than one perfect shield.\n\n---\n\nPROJECT IDENTITY\n\nNow You See Me... reverses the normal logic of removal.\n\nMost decks attempt to survive targeted spells by countering them, gaining hexproof, or becoming indestructible.\n\nThis deck allows the spell to choose its target.\n\nThen the target ceases to exist.\n\nThe Spirits return untouched.\n\nTheir counters remain.\n\nTheir attachments return with them.\n\nThe hostile spell is gone.\n\nAnd the King creates another member of the army.\n\nThe result is not merely a Spirit tribal deck.\n\nIt is a battlefield disappearance engine built to make conventional removal increasingly inefficient.\n\nThe spell points.\n\nThe Spirits disappear.\n\nThe threat finds nothing.\n\nThe army returns larger.\n\n«Now you see me. Now you don't. Now there are more of us.»\n"}]}

Commander

Qty: 1 Price: $0.49
King of the Oathbreakers
Flying
Whenever King of the Oathbreakers or another Spirit you control becomes the target of a spell, it phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
Whenever King of the Oathbreakers or another Spirit you control phases in, create a tapped 1/1 white Spirit creature token with flying.
Legendary Creature - Spirit Noble
King of the Oathbreakers (ltr) 211

Commander

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Anthem

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Celestial Crusader
Flash
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Flying
Other white creatures get +1/+1.
Creature - Spirit
Celestial Crusader (tsr) 13
Drogskol Reinforcements
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other Spirits you control have melee.
Prevent all noncombat damage that would be dealt to Spirits you control.
Creature - Soldier Spirit
Drogskol Reinforcements (voc) 5
Mirror Entity
Changeling (This card is every creature type.)
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
Creature - Shapeshifter
Mirror Entity (otc) 83

Anthem

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Bounce

Qty: 1 Price: $0.35
Rescuer Chwinga
Flash
Natural Shelter — When this creature enters, you may return another permanent you control to its owner's hand.
Creature - Elemental Spirit
Rescuer Chwinga (clb) 39

Bounce

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Drain

Qty: 1 Price: $0.00
Kokusho, the Evening Star
Flying
When Kokusho dies, each opponent loses 5 life. You gain life equal to the life lost this way.
Legendary Creature - Dragon Spirit
Kokusho, the Evening Star (plst) DRB-9

Drain

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Draw

Qty: 6 Price: $55.54
Ao, the Dawn Sky
Flying, vigilance
When Ao dies, choose one —
• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
Legendary Creature - Dragon Spirit
Ao, the Dawn Sky (soc) 135
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment
Black Market Connections (msc) 155
Bygone Bishop
Flying
Whenever you cast a creature spell with mana value 3 or less, investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Creature - Cleric Spirit
Bygone Bishop (clb) 689
Idol of Oblivion
: Draw a card. Activate only if you created a token this turn.
,
, Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
Artifact
Idol of Oblivion (tdc) 319
Tocasia's Welcome
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.
Enchantment
Tocasia's Welcome (soc) 181
Trouble in Pairs
If an opponent would begin an extra turn, that player skips that turn instead.
Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.
Enchantment
Trouble in Pairs (mkc) 15

Draw

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Finisher

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Moonshaker Cavalry
Flying
When this creature enters, creatures you control gain flying and get +X/+X until end of turn, where X is the number of creatures you control.
Creature - Knight Spirit
Moonshaker Cavalry (soc) 110

Finisher

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Land

Qty: 37 Price: $311.53
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add
.
Land
Bojuka Bog (soc) 363
Brightclimb Pathway
: Add
.
Land
Brightclimb Pathway // Grimclimb Pathway (plst) ZNR-259Brightclimb Pathway // Grimclimb Pathway (plst) ZNR-259
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 269
Caves of Koilos
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Caves of Koilos (soc) 365
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 235
Concealed Courtyard
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Concealed Courtyard (otj) 268
Eiganjo, Seat of the Empire
: Add
.
Channel —
, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Eiganjo, Seat of the Empire (neo) 268
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (msc) 242
Fetid Heath
: Add
.
,
: Add
,
, or
.
Land
Fetid Heath (soc) 372
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (trk) 285
Isolated Chapel
This land enters tapped unless you control a Plains or a Swamp.
: Add
or
.
Land
Isolated Chapel (soc) 382
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 437
Orzhov Basilica
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Orzhov Basilica (drc) 164
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.)
Land
Path of Ancestry (msc) 254
Plains
(
: Add
.)
Basic Land - Plains
Plains (trk) 317
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (clb) 358
Secluded Courtyard
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
Land
Secluded Courtyard (msc) 265
Shadowy Backstreet
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Swamp
Shadowy Backstreet (mkm) 268
Shattered Sanctum
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shattered Sanctum (sos) 260
Silent Clearing
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Silent Clearing (mh1) 246
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (trk) 322
Tainted Field
: Add
.
: Add
or
. Activate only if you control a Swamp.
Land
Tainted Field (dsc) 302
Takenuma, Abandoned Mire
: Add
.
Channel —
, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Takenuma, Abandoned Mire (neo) 278
Temple of Silence
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Silence (soc) 415
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
Legendary Land
Urborg, Tomb of Yawgmoth (tsr) 287
Vault of Champions
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Vault of Champions (cmm) 436

Land

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Protection

Qty: 21 Price: $168.91
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant
Akroma's Will (m3c) 165
Boromir, Warden of the Tower
Vigilance
Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell.
Sacrifice Boromir: Creatures you control gain indestructible until end of turn. The Ring tempts you.
Legendary Creature - Human Soldier
Boromir, Warden of the Tower (ltr) 4
Cauldron Haze
Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Instant
Cauldron Haze (eve) 84
Chaplain of Alms
First strike
Ward
(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Disturb
(You may cast this card from your graveyard transformed for its disturb cost.)
Creature - Human Cleric
Chaplain of Alms // Chapel Shieldgeist (mid) 13Chaplain of Alms // Chapel Shieldgeist (mid) 13
Clever Concealment
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.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant
Clever Concealment (msc) 125
Cosmic Intervention
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step.
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.)
Instant
Cosmic Intervention (khc) 3
Eerie Interlude
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Instant
Eerie Interlude (khc) 22
Forbidding Spirit
When this creature enters, until your next turn, creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures.
Creature - Cleric Spirit
Forbidding Spirit (rna) 9
Guardian of Faith
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Creature - Knight Spirit
Guardian of Faith (soc) 148
Haystack
,
: Target creature you control phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
Artifact
Haystack (acr) 5
Heaven's Gate
One or more target creatures become white until end of turn.
Instant
Heaven's Gate (leg) 19
Kami of False Hope
Sacrifice this creature: Prevent all combat damage that would be dealt this turn.
Creature - Spirit
Kami of False Hope (plst) BOK-10
Kindred Boon
As this enchantment enters, choose a creature type.
: Put a divinity counter on target creature you control of the chosen type.
Each creature you control with a divinity counter on it has indestructible.
Enchantment
Kindred Boon (lcc) 129
Promise of Tomorrow
Whenever a creature you control dies, exile it.
At the beginning of each end step, if you control no creatures, sacrifice this enchantment and return all cards exiled with it to the battlefield under your control.
Enchantment
Promise of Tomorrow (cmr) 39
Robe of Stars
Equipped creature gets +0/+3.
Astral Projection —
: Equipped creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
Equip
Artifact - Equipment
Robe of Stars (afc) 11
Selfless Spirit
Flying
Sacrifice this creature: Creatures you control gain indestructible until end of turn.
Creature - Cleric Spirit
Selfless Spirit (soc) 167
Sephara, Sky's Blade
You may pay
and tap four untapped creatures you control with flying rather than pay this spell's mana cost.
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Legendary Creature - Angel
Sephara, Sky's Blade (cmm) 54
Spirit of the Hearth
Flying
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Creature - Spirit Cat
Spirit of the Hearth (c17) 73
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.
Instant
Teferi's Protection (2x2) 32
Touch of Darkness
One or more target creatures become black until end of turn.
Instant
Touch of Darkness (leg) 122
Windborn Muse
Flying
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Creature - Spirit
Windborn Muse (mkc) 92

Protection

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Ramp

Qty: 11 Price: $39.09
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 191
Charcoal Diamond
This artifact enters tapped.
: Add
.
Artifact
Charcoal Diamond (clb) 305
Crypt Ghast
Extort (Whenever you cast a spell, you may pay
. If you do, each opponent loses 1 life and you gain that much life.)
Whenever you tap a Swamp for mana, add an additional
.
Creature - Spirit
Crypt Ghast (rvr) 70
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (msc) 285
Marble Diamond
This artifact enters tapped.
: Add
.
Artifact
Marble Diamond (clb) 320
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (soc) 352
Orzhov Signet
,
: Add
.
Artifact
Orzhov Signet (tdc) 323
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 212
Talisman of Hierarchy
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Hierarchy (soc) 358
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (msc) 222
Wayfarer's Bauble
,
, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Wayfarer's Bauble (hoc) 211

Ramp

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Recursion

Qty: 2 Price: $1.98
Junji, the Midnight Sky
Flying, menace
When Junji dies, choose one —
• Each opponent discards two cards and loses 2 life.
• Put target non-Dragon creature card from a graveyard onto the battlefield under your control. You lose 2 life.
Legendary Creature - Dragon Spirit
Junji, the Midnight Sky (tdc) 183
Karmic Guide
Flying, protection from black
Echo
(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit
Karmic Guide (soc) 151

Recursion

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Removal

Qty: 12 Price: $14.10
Anguished Unmaking
Exile target nonland permanent. You lose 3 life.
Instant
Anguished Unmaking (soc) 293
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
Sorcery
Austere Command (msc) 121
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (msc) 133
Gravelighter
Flying
When this creature enters, draw a card if a creature died this turn. Otherwise, each player sacrifices a creature of their choice.
Creature - Spirit
Gravelighter (neo) 98
Grey Host Reinforcements
Flying, ward

When this creature enters, exile target player's graveyard. Put a number of +1/+1 counters on this creature equal to the number of creature cards exiled this way.
Creature - Soldier Spirit
Grey Host Reinforcements (ltc) 14
Hanged Executioner
Flying
When this creature enters, create a 1/1 white Spirit creature token with flying.
, Exile this creature: Exile target creature.
Creature - Spirit
Hanged Executioner (blc) 139
Kami of Ancient Law
Sacrifice this creature: Destroy target enchantment.
Creature - Spirit
Kami of Ancient Law (soc) 150
Remorseful Cleric
Flying
Sacrifice this creature: Exile target player's graveyard.
Creature - Cleric Spirit
Remorseful Cleric (soc) 164
Shrouded Shepherd
When this creature enters, target creature you control gets +2/+2 until end of turn.
Creature - Warrior Spirit
Shrouded Shepherd // Cleave Shadows (woe) 236
Skyclave Apparition
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creature - Spirit Kor
Skyclave Apparition (soc) 173
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (msc) 143
White Orchid Phantom
Flying, first strike
When this creature enters, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creature - Knight Spirit
White Orchid Phantom (soc) 184

Removal

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Tokens

Qty: 4 Price: $1.54
Anafenza, Unyielding Lineage
Flash
First strike
Whenever another nontoken creature you control dies, Anafenza endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
Legendary Creature - Soldier Spirit
Anafenza, Unyielding Lineage (tdm) 2
Clarion Spirit
Whenever you cast your second spell each turn, create a 1/1 white Spirit creature token with flying.
Creature - Spirit
Clarion Spirit (khm) 6
Indebted Spirit
Bestow
(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Afterlife 1 (When this permanent is put into a graveyard from the battlefield, create a 1/1 white and black Spirit creature token with flying.)
Enchanted creature gets +1/+1 and has afterlife 1.
Creature Enchantment - Spirit
Indebted Spirit (mh3) 31
Usher of the Fallen
Boast —
: Create a 1/1 white Human Warrior creature token. (Activate only if this creature attacked this turn and only once each turn.)
Creature - Warrior Spirit
Usher of the Fallen (khm) 35

Tokens

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Deck Info

Deck stats

62 pips - 46 cards
33 mana - 31 cards
0 pips - 0 cards
0 mana - 8 cards
12 pips - 10 cards
35 mana - 33 cards
0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
10 mana - 9 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"NOW YOU SEE ME...\n\nCommander: King of the Oathbreakers\n\nColor Identity: Orzhov\n\nPrimary Theme: Spirit Fortress / Phasing\n\nPower Target: Interactive Bracket 3\n\nPrototype: 100 v0.1\n\n«Now you see me. Now you don't. Now there are more of us.»\n\n---\n\nDECK CONCEPT\n\nNow You See Me... is an Orzhov Spirit deck built around making its creature ecosystem exceptionally difficult to remove.\n\nIts central doctrine is:\n\nThe spell points.\n\nThe Spirits disappear.\n\nThe threat finds nothing.\n\nThe army returns larger.\n\nKing of the Oathbreakers causes itself or another Spirit we control to phase out whenever that creature becomes the target of a spell.\n\nWhen those Spirits phase back in, the King creates a tapped 1/1 white Spirit creature token with flying for each one.\n\nTargeted spells therefore do more than fail to remove our creatures. They can increase the size of our army.\n\nThe deck combines this automatic protection with independent phasing, indestructible, recovery, interaction, and combat finishers.\n\nThe King coordinates the disappearance.\n\nHe does not own the only escape route.\n\n---\n\nIMPORTANT KING OF THE OATHBREAKERS RULE\n\nKing of the Oathbreakers triggers when a Spirit becomes the target of a spell.\n\nIt does not trigger merely because a Spirit becomes the target of an activated or triggered ability.\n\nThis means:\n\n- Targeted removal spells normally cause the Spirit to phase out.\n- Targeted protection spells can deliberately cause our Spirits to phase out.\n- Targeted abilities do not automatically trigger the King.\n- Board wipes usually do not target and therefore do not trigger the King.\n- Sacrifice effects do not normally target individual creatures.\n- Global toughness reduction does not target.\n- Effects that remove abilities may prevent the King from functioning.\n\nThe rest of the protection package exists to cover these failure domains.\n\n---\n\nHOW PHASING WORKS\n\nA phased-out permanent is treated as though it does not exist until it phases in.\n\nPhasing does not cause the permanent to leave the battlefield.\n\nTherefore:\n\n- Enter-the-battlefield abilities do not trigger when a creature phases in.\n- Leave-the-battlefield abilities do not trigger when it phases out.\n- Death triggers do not trigger.\n- Counters remain on the permanent.\n- Auras and Equipment attached to it normally phase out with it.\n- The permanent returns under the same player's control.\n- A phased-out creature normally phases in during its controller's untap step.\n- Phasing does not give a creature summoning sickness again.\n- Tokens can phase out and later phase back in.\n\nKing of the Oathbreakers has a separate triggered ability for Spirits phasing in.\n\nEach Spirit that phases in creates a separate tapped 1/1 white Spirit token with flying.\n\n---\n\nTHE PROTECTION ARCHITECTURE\n\nThe deck does not rely on one universal protection effect.\n\nIt uses several overlapping defensive layers.\n\nLAYER ONE: AUTOMATIC SPELL PROTECTION\n\nKing of the Oathbreakers automatically protects Spirits from spells that target them.\n\nExamples include:\n\n- Swords to Plowshares\n- Path to Exile\n- Anguished Unmaking\n- Generous Gift\n- Beast Within\n- Pongify\n- Rapid Hybridization\n- Targeted bounce spells\n\nThe opposing spell remains on the stack, but its Spirit target phases out.\n\nIf every target becomes illegal, the spell does not affect that Spirit.\n\nWhen the Spirit phases back in, the King creates another Spirit token.\n\n---\n\nLAYER TWO: DELIBERATE MASS TARGETING\n\nTouch of Darkness and Heaven's Gate allow us to target any number of creatures.\n\nWith the King present, targeting our Spirits causes each one to phase out.\n\nThese one-mana spells can therefore function as mass protection.\n\nThey are especially valuable because they can save several Spirits while leaving most of our mana available.\n\nCauldron Haze performs a similar role.\n\nWith the King present, Spirits targeted by Cauldron Haze phase out before the spell resolves.\n\nWithout the King, the targeted creatures receive persist instead.\n\nThis gives Cauldron Haze two independent operating modes:\n\n- Mass phasing with the King.\n- Mass death insurance without the King.\n\n---\n\nLAYER THREE: INDEPENDENT PHASING\n\nThe deck must still function when the King is absent or has lost his abilities.\n\nIndependent phasing includes:\n\n- Teferi's Protection\n- Clever Concealment\n- Guardian of Faith\n- Robe of Stars\n- Haystack\n\nThese cards protect the battlefield without depending entirely on the commander's triggered ability.\n\nGuardian of Faith is especially important because it is itself a Spirit and can phase out other creatures.\n\nClever Concealment can often be cast with little or no mana by tapping creatures to pay its convoke cost.\n\nTeferi's Protection protects our permanents, life total, and immediate position simultaneously.\n\n---\n\nLAYER FOUR: INDESTRUCTIBLE\n\nSome board wipes destroy creatures without targeting them.\n\nThe indestructible layer includes:\n\n- Selfless Spirit\n- Boromir, Warden of the Tower\n- Sephara, Sky's Blade\n- Kindred Boon\n- Akroma's Will\n\nThese cards protect against destroy effects that bypass the King's automatic trigger.\n\nIndestructible does not protect against:\n\n- Exile\n- Sacrifice\n- Returning creatures to hand\n- Toughness being reduced to zero\n- Ability suppression\n- Being placed into the library\n\nKnowing which defensive layer is required is essential.\n\n---\n\nLAYER FIVE: RECOVERY\n\nSometimes the fortress will be breached.\n\nThe recovery layer includes:\n\n- Cosmic Intervention\n- Promise of Tomorrow\n- Karmic Guide\n- Ao, the Dawn Sky\n- Junji, the Midnight Sky\n- Selfless Spirit\n- Boromir, Warden of the Tower\n\nThe objective is not to become literally immune to every possible answer.\n\nThe objective is to make every removal route inefficient, temporary, or recoverable.\n\n---\n\nPROTECTION PACKAGE NOTES\n\nEERIE INTERLUDE\n\nEerie Interlude exiles creatures and later returns them.\n\nThis is not phasing.\n\nWith the King present, targeted Spirits phase out before Eerie Interlude resolves. Non-Spirit support creatures can still be exiled and returned.\n\nDo not use Eerie Interlude carelessly on creature tokens.\n\nA token that is exiled ceases to exist and cannot return.\n\n---\n\nROBE OF STARS\n\nRobe of Stars can phase out its equipped creature.\n\nHowever, equip is a targeted ability.\n\nIf the King is already present and Robe of Stars attempts to equip a Spirit, the King's spell-trigger does not apply because equip is an ability, not a spell. The equip ability can therefore resolve normally unless another effect interferes.\n\nOnce attached, Robe of Stars provides repeatable personal phasing.\n\n---\n\nHAYSTACK\n\nHaystack uses a targeted activated ability.\n\nThe King does not trigger from that ability because Haystack is not a spell.\n\nThe Haystack ability itself must resolve to phase out the creature.\n\nThis makes Haystack useful both with and without the commander.\n\n---\n\nTHE SPIRIT HOST\n\nThe deck contains a high density of Spirits because King only provides automatic spell protection to that creature type.\n\nThe early Spirit package is not filler.\n\nEvery creature is expected to contribute interaction, protection, development, recovery, card advantage, or pressure.\n\nImportant early Spirits include:\n\n- Kami of False Hope\n- Indebted Spirit\n- Selfless Spirit\n- Clarion Spirit\n- Rescuer Chwinga\n- Kami of Ancient Law\n- Remorseful Cleric\n- White Orchid Phantom\n- Guardian of Faith\n- Anafenza, Unyielding Lineage\n- Bygone Bishop\n- Skyclave Apparition\n- Hanged Executioner\n\nThe deck contains 29 Spirit cards in the 99, plus King of the Oathbreakers in the command zone.\n\nChaplain of Alms is not a Spirit on its front face, but its disturbed back face, Chapel Shieldgeist, is a Spirit.\n\nMirror Entity has changeling and is therefore a Spirit in every zone.\n\nBlack Market Connections can also create Shapeshifter tokens with changeling. Those tokens are Spirits and receive the King's protection.\n\n---\n\nEARLY GAME\n\nThe first turns establish mana and a useful Spirit presence.\n\nA normal development pattern is:\n\nTurn one: Land and Sol Ring, Wayfarer's Bauble, or an inexpensive Spirit.\n\nTurn two: Mana rock, interaction, or another functional Spirit.\n\nTurn three: Additional development, a protection piece, or a value engine.\n\nTurn four: Cast King of the Oathbreakers when he will immediately improve the position.\n\nTurn five: Continue developing while holding up protection.\n\nThe King does not need to be cast simply because four mana is available.\n\nCasting him into an empty battlefield often exposes the commander without gaining enough value.\n\nThe best King turns normally involve:\n\n- At least one other Spirit.\n- Available protection.\n- An opponent who relies on targeted removal.\n- A follow-up spell that can deliberately phase multiple Spirits.\n\n---\n\nOPERATIONAL MANA THRESHOLDS\n\nThe deck uses three protection thresholds.\n\nAUTOMATIC SHIELD: TURN FOUR\n\nThe King is on the battlefield and protects himself and other Spirits from targeted spells.\n\nFUNCTIONAL FORTRESS: TURN FIVE\n\nThe King is present with an active protection route or established defensive permanent.\n\nINDEPENDENT FORTRESS: TURN FIVE OR SIX\n\nThe deck can protect or recover its battlefield even when the King is absent.\n\nThe deck is not trying to force an artificial turn-three King.\n\nReliable protected development is more important than deploying the commander one turn earlier.\n\n---\n\nCARD ADVANTAGE\n\nProtection alone does not win a game.\n\nThe fortress must convert survival and token production into additional cards.\n\nTOCASIA'S WELCOME\n\nThe Spirit tokens created by the King have mana value zero.\n\nWhen one enters, Tocasia's Welcome can draw a card.\n\nBecause Spirits normally phase in during our untap step, the King may create a token before the main phase. This can provide a card before we cast another creature.\n\nTocasia's Welcome can trigger only once each turn, but additional creatures entering during opponents' turns can generate more cards.\n\n---\n\nIDOL OF OBLIVION\n\nIdol of Oblivion can draw a card during any turn in which we created a token.\n\nKing naturally enables it:\n\nSpirit phases in.\n\nKing creates a token.\n\nIdol of Oblivion becomes active.\n\nIts expensive sacrifice ability can eventually create a 10/10 Eldrazi token when the game stalls.\n\n---\n\nBLACK MARKET CONNECTIONS\n\nBlack Market Connections provides three functions:\n\n- Treasure production.\n- Card advantage.\n- A 3/2 changeling creature token.\n\nThe changeling token is a Spirit and therefore receives the King's protection.\n\nThe life payments should be managed carefully, but Kokusho, extort, and other lifegain routes can help stabilize the life total.\n\n---\n\nTROUBLE IN PAIRS\n\nTrouble in Pairs draws cards when opponents:\n\n- Draw their second card in a turn.\n- Cast their second spell in a turn.\n- Attack us with two or more creatures.\n- Attempt to take an extra turn.\n\nIt punishes opponents for trying to overwhelm the fortress through speed or volume.\n\n---\n\nBYGONE BISHOP\n\nBygone Bishop creates Clue tokens when we cast qualifying nontoken creatures.\n\nThe deck contains many inexpensive Spirits, allowing ordinary development to become delayed card advantage.\n\nThe Clues are also useful after a board wipe because they remain available even if our creatures are removed.\n\n---\n\nINTERACTION\n\nNow You See Me... is defensive, but it is not passive.\n\nThe interaction package covers creatures, commanders, artifacts, enchantments, graveyards, lands, and other problematic permanents.\n\nImportant routes include:\n\n- Swords to Plowshares\n- Anguished Unmaking\n- Generous Gift\n- Austere Command\n- Skyclave Apparition\n- Hanged Executioner\n- Kami of Ancient Law\n- Remorseful Cleric\n- Grey Host Reinforcements\n- White Orchid Phantom\n- Shrouded Shepherd\n\nSwords to Plowshares efficiently answers dangerous creatures and commanders.\n\nAnguished Unmaking exiles any nonland permanent.\n\nGenerous Gift answers any permanent, including problematic lands.\n\nAustere Command provides configurable mass removal and can often preserve part of our own battlefield.\n\n---\n\nABILITY-SUPPRESSION THREATS\n\nThe most dangerous effects are those that remove or suppress the King's abilities.\n\nExamples include Humility-style effects and temporary ability-loss spells.\n\nIf the King has no abilities, targeted spells no longer cause Spirits to phase out automatically.\n\nPermanent suppression pieces should be removed with:\n\n- Anguished Unmaking\n- Generous Gift\n- Austere Command\n- Kami of Ancient Law\n- Skyclave Apparition, when legally applicable\n\nTemporary ability suppression must normally be survived through independent protection, indestructible, recovery, or careful sequencing.\n\nDo not assume the commander is functioning merely because he remains on the battlefield.\n\nAlways check whether his text is currently active.\n\n---\n\nBOARD WIPES\n\nMost board wipes do not target.\n\nThe King therefore does not automatically protect Spirits from cards such as:\n\n- Wrath of God\n- Damnation\n- Toxic Deluge\n- Farewell\n- Austere Command\n- Blasphemous Act\n\nThe correct response depends on the removal type.\n\nAGAINST DESTROY EFFECTS\n\nUse:\n\n- Selfless Spirit\n- Boromir, Warden of the Tower\n- Sephara, Sky's Blade\n- Kindred Boon\n- Akroma's Will\n- Independent phasing\n\nAGAINST EXILE EFFECTS\n\nUse:\n\n- Teferi's Protection\n- Clever Concealment\n- Guardian of Faith\n- Other true phasing routes\n\nIndestructible does not stop exile.\n\nAGAINST TOUGHNESS REDUCTION\n\nUse phasing whenever possible.\n\nIndestructible does not save a creature whose toughness becomes zero or less.\n\nAGAINST SACRIFICE EFFECTS\n\nPhase important creatures out before the sacrifice instruction resolves when possible.\n\nA phased-out creature cannot be chosen because it is treated as though it does not exist.\n\nThe growing Spirit-token population also provides expendable sacrifice material when phasing is unavailable.\n\n---\n\nMIDGAME\n\nThe midgame is about constructing overlapping defensive layers.\n\nA developed position may contain:\n\n- King of the Oathbreakers.\n- Several functional Spirits.\n- One independent phasing route.\n- One indestructible route.\n- A repeatable card-advantage engine.\n- Interaction held in hand.\n\nDo not deploy every protection card immediately.\n\nProtection in hand creates uncertainty for opponents and covers threats that have not yet appeared.\n\nThe deck becomes strongest when opponents cannot determine which removal domain is currently vulnerable.\n\n---\n\nSUPPORTING SPIRITS\n\nWINDBORN MUSE\n\nWindborn Muse taxes attackers.\n\nThe King discourages targeted spells, while Windborn Muse makes combat attacks expensive.\n\nTogether they protect different access routes to the fortress.\n\n---\n\nDROGSKOL REINFORCEMENTS\n\nDrogskol Reinforcements prevents all noncombat damage that would be dealt to Spirits.\n\nThis protects against:\n\n- Damage-based board wipes.\n- Pingers.\n- Damage-based triggered abilities.\n- Incidental noncombat damage.\n\nIt also grants melee to other Spirits, increasing combat pressure in multiplayer games.\n\nIt does not protect against destroy, exile, sacrifice, or toughness reduction.\n\n---\n\nGREY HOST REINFORCEMENTS\n\nGrey Host Reinforcements exiles a player's graveyard and grows according to the creature cards removed.\n\nIts ability targets the player, not one of our Spirits.\n\nIt provides graveyard interaction and a scalable protected threat in one slot.\n\n---\n\nCRYPT GHAST\n\nCrypt Ghast is both a Spirit and a mana engine.\n\nThe manabase contains multiple natural Swamps, while Urborg, Tomb of Yawgmoth can turn every land into a Swamp.\n\nCrypt Ghast helps the deck:\n\n- Cast multiple spells in one turn.\n- Develop while keeping protection mana available.\n- Produce large Mirror Entity activations.\n- Reach Moonshaker Cavalry.\n\nCrypt Ghast is a midgame engine, not a replacement for early acceleration.\n\n---\n\nBREACH INSURANCE\n\nSome Spirits reward us when they die.\n\nThe deck does not actively want its creatures to die.\n\nThese cards provide value when the fortress is finally breached.\n\nAO, THE DAWN SKY\n\nWhen Ao dies, it can either:\n\n- Rebuild part of our low-cost permanent infrastructure.\n- Put two +1/+1 counters on every creature and Vehicle we control.\n\nCounters remain on creatures through phasing.\n\nAo is therefore a threat, recovery piece, and potential battlefield amplifier.\n\n---\n\nJUNJI, THE MIDNIGHT SKY\n\nWhen Junji dies, it can:\n\n- Force every opponent to discard two cards and lose 2 life.\n- Reanimate a non-Dragon creature from a graveyard.\n\nJunji is breach insurance rather than a dedicated sacrifice engine.\n\n---\n\nKOKUSHO, THE EVENING STAR\n\nWhen Kokusho dies, each opponent loses 5 life and we gain life equal to the total life lost.\n\nIn a normal four-player game, this can mean:\n\n- 15 total life lost by opponents.\n- 15 life gained by us.\n\nKokusho stabilizes races and provides reach after the fortress is breached.\n\n---\n\nKARMIC GUIDE\n\nKarmic Guide returns an important creature directly to the battlefield.\n\nCommon recovery targets include:\n\n- Guardian of Faith\n- Selfless Spirit\n- Mirror Entity\n- Crypt Ghast\n- Moonshaker Cavalry\n- A major Spirit removed before the fortress was established\n\nKarmic Guide does not need to survive indefinitely if its enter-the-battlefield ability has already repaired the board.\n\n---\n\nCLOSING ROUTE A: MOONSHAKER CAVALRY\n\nMoonshaker Cavalry is the most direct hard closer.\n\nWhen it enters, our creatures gain flying and receive +X/+X until end of turn, where X is the number of creatures we control.\n\nThe King naturally creates a wide board of Spirit tokens.\n\nMoonshaker converts that accumulated battlefield into immediate lethal pressure.\n\nBefore casting it, count:\n\n- Total creatures.\n- Available attackers.\n- Summoning sickness.\n- Potential blockers.\n- Open interaction from opponents.\n- Whether protection can be held up.\n\nMoonshaker should normally be cast when it threatens to end the game, not merely to create a large attack.\n\n---\n\nCLOSING ROUTE B: AKROMA'S WILL\n\nAkroma's Will can function as both protection and a finisher.\n\nWhen we control our commander as we cast it, we may choose both modes.\n\nOur creatures receive:\n\n- Flying.\n- Vigilance.\n- Double strike.\n- Lifelink.\n- Indestructible.\n- Protection from each color.\n\nOn a sufficiently wide battlefield, this often produces an immediate winning attack.\n\nAkroma's Will is particularly valuable because it remains useful when we are not ready to win. Its defensive mode can preserve the battlefield from destroy effects and combat damage.\n\n---\n\nCLOSING ROUTE C: MIRROR ENTITY\n\nMirror Entity has changeling and is therefore a Spirit.\n\nIts activated ability sets the base power and toughness of every creature we control to X/X.\n\nA battlefield of small Spirit tokens can suddenly become a lethal army.\n\nExample:\n\n- Seven creatures.\n- Six mana available.\n- Mirror Entity activates for X equals 6.\n- The battlefield represents 42 power before additional bonuses.\n\nCrypt Ghast can produce the mana required for very large activations.\n\nMirror Entity remains a closing route even when the King is unavailable.\n\nMIRROR ENTITY WARNING\n\nDo not activate Mirror Entity for X equals zero unless deliberately trying to kill the battlefield.\n\nCreatures with base toughness zero will normally be placed into their owners' graveyards as a state-based action.\n\nAlso remember that turning a creature into a Spirit after it was already targeted does not retroactively trigger the King.\n\n---\n\nCOMMANDER INDEPENDENCE\n\nThe King is the most efficient protection engine, but the deck must continue functioning without him.\n\nWithout King of the Oathbreakers, the deck still has access to:\n\n- Teferi's Protection\n- Clever Concealment\n- Guardian of Faith\n- Selfless Spirit\n- Boromir, Warden of the Tower\n- Sephara, Sky's Blade\n- Kindred Boon\n- Cosmic Intervention\n- Promise of Tomorrow\n- Karmic Guide\n- Austere Command\n- Moonshaker Cavalry\n- Akroma's Will\n- Mirror Entity\n\nRemoving the King weakens the automatic shield and token engine.\n\nIt does not dismantle the entire fortress.\n\n---\n\nMULLIGAN PRIORITIES\n\nA strong opening hand normally contains:\n\n- Two or three usable lands.\n- At least one early accelerator.\n- At least one functional Spirit.\n- At least one protection, draw, or interaction piece.\n- A believable turn-three and turn-four sequence.\n\nThe hand does not need to contain the commander because he is always available from the command zone.\n\nSTRONG KEEPS\n\nKeep hands containing:\n\n- Three lands, a mana rock, and a useful Spirit.\n- Two lands, reliable acceleration, and early development.\n- Three lands, an early Spirit, and card advantage.\n- Functional mana plus a protection route and meaningful action.\n\nCONDITIONAL KEEPS\n\nConsider keeping:\n\n- Two lands plus Wayfarer's Bauble or a two-mana rock.\n- A slower hand containing strong card advantage and interaction.\n- A hand without an early Spirit when its mana and support structure are excellent.\n- A hand with several Spirits but limited protection when the curve is low.\n\nMULLIGANS\n\nSend back hands containing:\n\n- Fewer than two usable mana sources.\n- Only colorless mana.\n- Multiple expensive Spirits without early development.\n- Protection without creatures or card advantage.\n- Creatures without sufficient mana.\n- A hand that cannot produce both white and black mana by turn four.\n- Several tapped lands with no functional early sequence.\n\nThe objective is not simply to cast the King on turn four.\n\nThe objective is to establish a battlefield worth protecting.\n\n---\n\nIMPORTANT PLAY PATTERNS\n\nDO NOT CONFUSE TARGETING WITH BOARD IMPACT\n\nA spell can destroy creatures without targeting them.\n\nAlways look for the word target.\n\nIf the spell does not target the Spirit, the King's automatic ability normally does not trigger.\n\n---\n\nPROTECT THE CORRECT LAYER\n\nDo not use indestructible against exile.\n\nDo not use indestructible against toughness reduction.\n\nDo not rely on the King against a board wipe.\n\nDo not rely on the King when his abilities have been removed.\n\nIdentify the removal domain before choosing the response.\n\n---\n\nPHASE BEFORE THE EFFECT RESOLVES\n\nA creature must phase out before the hostile effect resolves.\n\nOnce a destroy, exile, sacrifice, or toughness-reduction effect has resolved, protection is normally too late.\n\n---\n\nDO NOT OVERCOMMIT\n\nA protected battlefield of five useful creatures is often better than an exposed battlefield of nine creatures.\n\nHold additional Spirits when the current board already applies pressure.\n\nRecovery is strongest when there are resources left in hand after a wipe.\n\n---\n\nTURN PROTECTION INTO ADVANTAGE\n\nWhen possible, use the King's shield proactively.\n\nMass-targeting spells can:\n\n- Save Spirits.\n- Trigger phasing.\n- Produce new tokens when the Spirits return.\n- Activate Tocasia's Welcome.\n- Activate Idol of Oblivion.\n- Increase the future power of Moonshaker Cavalry.\n\nProtection is not merely defensive.\n\nIt is part of the deck's development engine.\n\n---\n\nCOUNT PHASE-IN TRIGGERS CAREFULLY\n\nEach Spirit phasing in creates a separate King trigger.\n\nIf five Spirits phase in, the King creates five tapped 1/1 Spirit tokens.\n\nThose tokens enter separately through triggered abilities, but effects that trigger only once each turn still trigger only once.\n\n---\n\nKNOWN WEAKNESSES\n\nThe fortress is extremely resilient, but it is not invulnerable.\n\nIts principal weaknesses are:\n\n- Ability suppression.\n- Non-targeted exile.\n- Forced sacrifice.\n- Large toughness reduction.\n- Graveyard exile after a breach.\n- Effects that prevent triggered abilities.\n- Effects that stop phasing or prevent creatures from returning normally.\n- Repeated commander removal before a Spirit board is established.\n- Fast combo decks that do not care about creature combat.\n- Life loss from Black Market Connections and other resource engines.\n\nThe deck answers these threats through diversified protection and interaction rather than one perfect shield.\n\n---\n\nPROJECT IDENTITY\n\nNow You See Me... reverses the normal logic of removal.\n\nMost decks attempt to survive targeted spells by countering them, gaining hexproof, or becoming indestructible.\n\nThis deck allows the spell to choose its target.\n\nThen the target ceases to exist.\n\nThe Spirits return untouched.\n\nTheir counters remain.\n\nTheir attachments return with them.\n\nThe hostile spell is gone.\n\nAnd the King creates another member of the army.\n\nThe result is not merely a Spirit tribal deck.\n\nIt is a battlefield disappearance engine built to make conventional removal increasingly inefficient.\n\nThe spell points.\n\nThe Spirits disappear.\n\nThe threat finds nothing.\n\nThe army returns larger.\n\n«Now you see me. Now you don't. Now there are more of us.»\n"}]}
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