Mewens
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Commander
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Commander
Gandalf, Shadow's Foe
Vigilance
When Gandalf enters, exile up to three target lands you control, then return them to the battlefield tapped under their owner's control.
Landfall — Whenever a land you control enters, draw a card and put a +1/+1 counter on Gandalf.
When Gandalf enters, exile up to three target lands you control, then return them to the battlefield tapped under their owner's control.
Landfall — Whenever a land you control enters, draw a card and put a +1/+1 counter on Gandalf.
Legendary Creature - Wizard Avatar

Commander
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Artifact
Artifact
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Creature
Alrund, God of the Cosmos
Alrund gets +1/+1 for each card in your hand and each foretold card you own in exile.
At the beginning of your end step, choose a card type, then reveal the top two cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
At the beginning of your end step, choose a card type, then reveal the top two cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
Legendary Creature - God


Amphin Mutineer
When this creature enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Pirate Salamander

Deadeye Navigator
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
Creature - Spirit

Lulu, Stern Guardian
Whenever an opponent attacks you, choose target creature attacking you. Put a stun counter on that creature.
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Human Wizard

Silver Surfer, Cosmic Voyager
Flash
Flying
When Silver Surfer enters, exile any number of other target permanents you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step. If a land enters this way, it enters tapped.
Flying
When Silver Surfer enters, exile any number of other target permanents you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step. If a land enters this way, it enters tapped.
Legendary Creature - Hero Alien

Thassa, God of the Sea
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
Legendary Creature Enchantment - God

Watcher for Tomorrow
Hideaway 4 (When this creature enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This creature enters tapped.
When this creature leaves the battlefield, put the exiled card into its owner's hand.
This creature enters tapped.
When this creature leaves the battlefield, put the exiled card into its owner's hand.
Creature - Human Wizard

Creature
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Enchantment
Enchantment
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Instant
Instant
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Land
Dark Depths
Dark Depths enters with ten ice counters on it.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Legendary Snow Land

Land
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"A playable bracket 2 deck, though it might rub some playgroups the wrong way with its tendency to have a Big Turn that involves a lot of card draw and often just ends the game in a way that's difficult to interact with outside of instant-speed removal or counterspells.\n\nNote that this -is- a Bracket 2 deck; it can win on turn 6, but that requires a lot of stars to align. You'll more likely be hitting turns 8-9, and disruption will set you back if you're not being careful.\n\nYour gameplan is pretty simple:\nGenerate a lot of mana"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Depending on what you draw, move toward a combo finish (Elvish Raft / Coralhelm + Pupu / Walking Archive) or just resolve Gandalf w/ protection"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Don't be afraid to just jam a Gandalf if you have no clear path forward! He's worth 7 mana! He draws you cards and puts a clock on your opponents and blocks!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nKeep this in mind while playing:\nBlue doesn't have a strong tutor package for the variety of spell types you want to assemble. Drift of Phantasms is generally your best tutor in the deck as a result, and that is _not_ a compliment."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"So, instead of trying to get a flawless finish, dig, dig, dig dig digdigdig. You should aggressively filter through cards as fast as possible without sacrificing your ability to impact the board in meaningful ways. (This is why a lot of the creatures in this deck scry — they let you get some defenses down as they filter. Cantrips are great, but they scale with your deck's power — and a lot of the cards you're digging for kind of suck on their own. Best go for the repeatable scry strapped to a chump blocker.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If you aren't assembling combo pieces fast enough, just go for big mana and resolve a Gandalf. Seriously, he draws a _ton_ of cards and gives you board presence."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nSome card-specific notes:\nGhost Town is better than it looks. It kickstarts all your engines (Elvish Raft / Coralhelm + Pupu / Walking Archive), and it can let you trigger a lot of landfall on your opponent's turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Dark Depths combo (Vesuva/Thespian's Stage) isn't well-supported here, but it is here. There are times where you'll just accidentally have a Marit Lage on turn 2 or 3 and that can do a lot to bully the table; it also gives you some late-game options when your primary combo pieces are stripped out. I wouldn't bet on it as your primary win-con, but don't forget about it, either."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Don't resolve Arid Archway or Guildless Commons unless you have to for mana. But, also, don't hold onto them hoping for a combo finish, either, when Gandalf could just get you some significant incremental value. These aren't whirlwind-slam land-drop guarantees."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nMake it your own:\nI made some choices in this deck that will probably not jive with the average player. There are no fetchlands / Wasteland / Crucible packages, for example, partly because I didn't think it was necessary to grind out wins off of double landfall; it felt like overkill when what I really needed was more ways to dig through the deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This deck really wants a lot of the fast-mana options in the game-changers category, but I didn't want to push into bracket 3."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I kind of loathe the \"double your triggers!\" abilities because they just make Gandalf better. "},{"attributes":{"italic":true},"insert":"He's already really good."},{"insert":" I wouldn't add those to this deck unless you find another way to really load up on the triggered abilities."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I once had an Omniscience / Show and Tell package in this deck. I think that's probably a really interesting path to go down if you're more interested in a bombastic big-mana approach."},{"attributes":{"list":"ordered"},"insert":"\n"}]}









































































