VoodooKing25
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Commander
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Commander
Commander
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Artifact
Bitterthorn, Nissa's Animus
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
Legendary Artifact - Equipment

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

The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact

Artifact
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Creature
Aerith Gainsborough
Lifelink
Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough.
When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough.
Whenever you gain life, put a +1/+1 counter on Aerith Gainsborough.
When Aerith Gainsborough dies, put X +1/+1 counters on each legendary creature you control, where X is the number of +1/+1 counters on Aerith Gainsborough.
Legendary Creature - Human Cleric

Gandalf the White
Flash
You may cast legendary spells and artifact spells as though they had flash.
If a legendary permanent or an artifact entering or leaving the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
You may cast legendary spells and artifact spells as though they had flash.
If a legendary permanent or an artifact entering or leaving the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Wizard Avatar

Haliya, Guided by Light
Whenever Haliya or another creature or artifact you control enters, you gain 1 life.
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Legendary Creature - Human Soldier

Heliod, Sun-Crowned
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Legendary Creature Enchantment - God

Lae'zel, Vlaakith's Champion
If you would put one or more counters on a creature or planeswalker you control or on yourself, put that many plus one of each of those kinds of counters on that permanent or player instead.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Warrior Gith

Phelia, Exuberant Shepherd
Flash
Whenever Phelia attacks, exile up to one other target nonland permanent. At the beginning of the next end step, return that card to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on Phelia.
Whenever Phelia attacks, exile up to one other target nonland permanent. At the beginning of the next end step, return that card to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on Phelia.
Legendary Creature - Dog

Rosa, Resolute White Mage
Reach (This creature can block creatures with flying.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. It gains lifelink until end of turn. (Damage dealt by the creature also causes you to gain that much life.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. It gains lifelink until end of turn. (Damage dealt by the creature also causes you to gain that much life.)
Legendary Creature - Human Cleric Noble

Skrelv, Defector Mite
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Skrelv can't block.
, : Choose a color. Another target creature you control gains toxic 1 and hexproof from that color until end of turn. It can't be blocked by creatures of that color this turn. ( can be paid with either or 2 life.)
Skrelv can't block.
, : Choose a color. Another target creature you control gains toxic 1 and hexproof from that color until end of turn. It can't be blocked by creatures of that color this turn. ( can be paid with either or 2 life.)
Legendary Creature Artifact - Phyrexian Mite

The Destined White Mage
Lifelink
, : Another target creature you control gains lifelink until end of turn.
Whenever you gain life, put a +1/+1 counter on target creature you control. If you have a full party, put three +1/+1 counters on that creature instead.
, : Another target creature you control gains lifelink until end of turn.
Whenever you gain life, put a +1/+1 counter on target creature you control. If you have a full party, put three +1/+1 counters on that creature instead.
Legendary Creature - Human Cleric

Urdnan, Dromoka Warrior
When Urdnan enters, put a +1/+1 counter on target creature.
Whenever you attack, target attacking creature with a +1/+1 counter on it gains first strike until end of turn. If that creature has two or more +1/+1 counters on it, it gains double strike until end of turn instead.
Whenever you attack, target attacking creature with a +1/+1 counter on it gains first strike until end of turn. If that creature has two or more +1/+1 counters on it, it gains double strike until end of turn instead.
Legendary Creature - Human Warrior

Creature
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Enchantment
Cleric Class
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
Enchantment - Class

Enchantment
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Instant
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.
• 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

Galadriel's Dismissal
Kicker (You may pay an additional as you cast this spell.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Instant

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

Instant
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Land
Monumental Henge
This land enters tapped unless you control a Plains.
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Sorcery
Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Sorcery
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This is a mono-white legendary aggro deck built around Yoshimaru, Ever Faithful and Keleth, Sunmane Familiar, using a low curve of legendary permanents, lifegain, and +1/+1 counter payoffs to turn two tiny partner commanders into legitimate combat threats. Yoshimaru can come down on turn one and immediately starts growing as the deck deploys its legends, while Keleth follows naturally on turn two and adds another counter whenever either commander attacks. The deck does not need to spend much time setting up before it starts applying pressure, and almost everything played afterward either grows the board, generates value, or makes those growing creatures harder to deal with.\nThe large legendary package keeps Yoshimaru growing while providing the deck's engine pieces at the same time. Rosa, Resolute White Mage adds a counter and lifelink before combat, Lae'zel, Vlaakith's Champion increases every counter placed on the deck's creatures, and Urdnan, Dromoka Warrior turns any attacker with enough counters into a double-striking threat. Flowering of the White Tree gives the legendary board another substantial boost while protecting it with ward, and Commander's Insignia takes particular advantage of having two cheap partners. After simply casting Yoshimaru and Keleth once each, the Insignia is already giving the entire creature base +2/+2, and every future commander recast increases that bonus again.\nLifegain serves less as a defensive strategy and more as another way to manufacture power. Aunt May, Daxos, Blessed by the Sun, Haliya, Guided by Light, Linden, the Steadfast Queen, and the commanders' various sources of lifelink produce steady life triggers throughout the game. Heliod, Sun-Crowned, The Destined White Mage, Cleric Class, and Aerith Gainsborough convert those triggers directly into +1/+1 counters, while Archangel of Thune converts every instance of lifegain into a counter for the entire creature army. With multiple pieces together, something as small as gaining a single life can trigger several different effects and rapidly turn an ordinary board into a lethal one. Aerith is especially dangerous after accumulating counters, since her death can distribute that growth across every legendary creature left behind.\nThe equipment package gives all of that accumulated power somewhere useful to go. Shadowspear supplies the trample and lifelink needed to force large creatures through blockers, Caduceus, Staff of Hermes rewards the deck for maintaining a healthy life total with an enormous stat boost and protection, Excalibur II grows alongside every lifegain trigger, and Luxior, Giada's Gift effectively doubles down on creatures that are already covered in counters. The Wind Crystal both amplifies lifegain and can give the entire team flying and lifelink for a decisive combat step. Flaming Fist and Urdnan provide repeatable double strike, making commander damage a very real way to eliminate players before the rest of the board has even reached full size.\nDespite being an aggressive mono-white deck, Dog and Pony Show has several ways to keep its hand and mana moving. Venat, Heart of Hydaelyn rewards the constant stream of legendary spells with cards, while Esper Sentinel, Mangara, the Diplomat, The Gaffer, Haliya, Tome of Legends, Well of Lost Dreams, Smuggler's Share, and The One Ring provide overlapping sources of card advantage. Mox Amber and Relic of Legends benefit from the deck's abundance of legendary creatures, while Sword of the Animist, Bitterthorn, Nissa's Animus, Deep Gnome Terramancer, Land Tax, Smothering Tithe, and Weathered Wayfarer help keep the deck from falling behind on mana.\nThe deck also has enough protection to commit heavily to the battlefield without simply folding to the first sweeper. Flare of Fortitude, Flawless Maneuver, Teferi's Protection, Galadriel's Dismissal, Giver of Runes, Skrelv, Defector Mite, Spectacular Spider-Man, and Grand Abolisher all help preserve an established board or force through an important combat step. Efficient removal such as Swords to Plowshares, Path to Exile, Get Lost, Generous Gift, Stroke of Midnight, and Winds of Abandon handles opposing problems without requiring the deck to abandon its proactive game plan.\nMost games are won through combat, but the deck has several different ways to make that combat overwhelming. Yoshimaru can become a massive commander-damage threat almost incidentally, Keleth continuously adds more counters simply by attacking, lifegain engines can grow individual creatures or the entire board, and anthem effects turn even the supporting cast into meaningful attackers. When it is time to finish the game, Akroma's Will can give the whole army flying, double strike, lifelink, indestructible, and protection, while The Wind Crystal, Flaming Fist, Urdnan, Shadowspear, and the deck's other evasion effects provide smaller versions of the same finishing power throughout the game.\nDog and Pony Show ultimately plays like a snowballing legendary combat deck rather than traditional Voltron. Yoshimaru and Keleth start the show, but the deck does not depend on either one becoming the only relevant creature. Counters can accumulate across the board, lifegain can become additional power, equipment can turn whichever creature is largest into the next threat, and The Ozolith can preserve accumulated counters when something finally dies. The result is a fast, resilient mono-white deck where nearly every permanent advances another part of the same engine, and a board that begins with a little dog and pony can become dangerously large very quickly.\n"}]}



























































