GobrinSan
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Commander
Size: 100Salt sum: 45.88
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Draw
Draw
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Land
Boseiju, Who Endures
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Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Lifegain
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

Lifegain
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Mill
Mill
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Protection
Ancient Adamantoise
Vigilance, ward
Damage isn't removed from this creature during cleanup steps.
All damage that would be dealt to you and other permanents you control is dealt to this creature instead.
When this creature dies, exile it and create ten tapped Treasure tokens.
Damage isn't removed from this creature during cleanup steps.
All damage that would be dealt to you and other permanents you control is dealt to this creature instead.
When this creature dies, exile it and create ten tapped Treasure tokens.
Creature - Turtle

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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

Protection
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Ramp
The Celestus
If it's neither day nor night, it becomes day as The Celestus enters.
: Add one mana of any color.
, : If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
: Add one mana of any color.
, : If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
Legendary Artifact

Ramp
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Recursion
Aerith, Last Ancient
Lifelink
Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead.
Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead.
Legendary Creature - Human Cleric Druid

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.
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

Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Recursion
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Removal
Removal
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Tutor
Tutor
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"===============================================================================\n PILOT GUIDE\n===============================================================================\n\n1. THE ULTIMATE DEFENSIVE LOCK: MAKING THE TURTLE IMMORTAL\nThe main objective of this deck is to assemble an impenetrable barrier. Because \nAncient Adamantoise naturally forces all damage that would be dealt to you or \nyour permanents to be redirected to its massive 20 toughness, it is the ultimate \nsponge—with one massive flaw: damage does NOT fall off it during the cleanup step.\n\n* The Solution (Permanent Indestructibility): \n To stop the turtle from dying due to accumulated damage over multiple turns, \n you must give it permanent Indestructible. \n - Darksteel Plate: Equip this artifact to the turtle. Because the Plate itself \n is indestructible, opponents cannot destroy the equipment to get to your turtle.\n - Shielded by Faith: You can cast this Aura early on a cheap soul sister creature. \n The exact moment Ancient Adamantoise enters the battlefield, this Aura's \n ability triggers, allowing you to attach it to the turtle for zero mana.\n\n* The Lock (Pariah + Counter Immunity):\n Once the turtle is indestructible, attach Pariah's Shield or the Pariah \n enchantment to it. Now, all player damage goes to the turtle, which cannot \n die from damage. To prevent opponents from bypassing this lock with Infect, \n Toxic, or Wither, drop Melira, Sylvok Outcast or Solemnity to achieve absolute \n -1/-1 counter immunity.\n\n2. TURNING ON THE AERITH REANIMATION ENGINE\nAerith, Last Ancient features a high-impact threshold clause: \"If you gained \n7 or more life this turn, return that card to the battlefield instead.\"\n\n* Setup: Use your self-mill package (Mesmeric Orb, Hermit Druid, Fauna Shaman) \n to dump heavy pieces like your turtle or Sun Titan directly into the graveyard.\n Fauna Shaman is especially good here, letting you discard a creature to tutor \n for a protection piece.\n* Execution: Trigger a burst of 7+ lifegain. This can be accomplished through \n casting Sphinx's Revelation (where X=7+), resolving Beacon of Immortality, \n or letting a high-toughness creature enter while Trostani, Selesnya's Voice is \n on the field. \n* Result: With Aerith active, any creature recursion spell or standard trigger \n bypasses your hand entirely, reanimating your biggest game-ending targets \n directly from the dirt to the battlefield for zero mana.\n\n3. STACK-INTERACTION: DEFENDING AGAINST NON-DESTRUCTION SPELLS\nWhile Indestructible protects your turtle lock from damage and board wipes like \nWrath of God, advanced casual tables rely heavily on non-destruction interaction \nlike mass bounce (Cyclonic Rift) and mass exile (Farewell). You must actively \nsave your countermagic and tools for these specific stack exchanges:\n\n* Hard Countering Mass Resets\n - Dovin's Veto: Your silver bullet. Use this against an overloaded Cyclonic \n Rift or Farewell. Because it cannot be countered, it guarantees your board \n stays intact even if opponents try to protect their spell.\n - Counterspell / An Offer You Can't Refuse: Always hold up 1 or 2 mana during \n the late game. Do not waste these on single creatures; preserve them entirely \n to stop non-destruction board wipes.\n\n* The Ultimate Phase-Out: Teferi's Protection\n - If a player casts Farewell choosing \"Exile all Artifacts, Creatures, and \n Enchantments\", casting Teferi's Protection in response completely saves you. \n Your permanents phase out, meaning they cease to exist on the battlefield \n temporarily and are completely immune to any blanket exile or bounce spell on \n the stack. They return perfectly on your next untap step.\n\n* Graveyard Pivot via Sac-Outlets (Beating Exile Effects)\n - High Market: If an opponent casts an uncounterable exile spell targeting \n your Ancient Adamantoise, use High Market to sacrifice the turtle in response. \n This moves the turtle safely to your graveyard instead of exile. From there, \n your heavy recursion suite (Aerith, Sun Titan, Karmic Guide) can easily fetch \n it back to the battlefield on your turn.\n\n4. HOW TO DEPLOY THE 3 FUN WIN CONDITIONS\n\n* Win Condition 1: Space-Time Anomaly (The Massive Library Delete)\n Once your lifegain engines (Rhox Faithmender, Alhammarret's Archive, \n Beacon of Immortality) push your life total to an absurd amount (e.g., 60 to \n 100+ life), cast Space-Time Anomaly. It forces a target player to mill cards \n equal to your life total. This will instantly dump an entire opponent's \n deck into their graveyard, causing them to lose on their next draw step.\n\n* Win Condition 2: Aetherflux Reservoir (The Death Laser)\n The quintessential lifegain payoff. Once you cross 50 life, you can freely \n pay 50 life at instant speed to deal 50 damage directly to any target. \n Use your card draw engines (Well of Lost Dreams, Amareth) to find protection \n spells like Teferi's Protection before firing so your board is safe from \n retaliation.\n\n* Win Condition 3: Felidar Sovereign (The Clock)\n A simple, undeniable clock. Cast Felidar Sovereign on an opponent's end step \n using Alchemist's Refuge, or deploy it naturally on your turn. If your life \n total remains at 40 or higher when your upkeep step begins, you win on the spot.\n\n5. MULLIGAN & GAMEPLAY FLOW\n* Early Game (Turns 1-3): Focus on establishing your mana base. Do not be afraid \n to use your fetch lands or sorcery ramp (Three Visits, Cultivate) early. Drop a \n passive lifegain soul sister (Soul Warden/Essence Warden) to start generating \n incremental life chunks.\n* Mid Game (Turns 4-6): Cast your commander, Amareth, the Lustrous. Use her \n ability to match permanent types (Creatures, Artifacts, Enchantments) on top \n of your deck to draw extra cards. Start pieceing together your protection lock \n by tutoring for Darksteel Plate/Pariah's Shield (via Fabricate) or \n Solemnity/Shielded by Faith (via Idyllic Tutor).\n* Late Game (Turns 7+): Deploy your self-mill to stock your yard, execute a large \n lifegain spell to activate Aerith, pull your win conditions out of the \n graveyard or library, and close out the match under a completely protected \n damage umbrella.\n===============================================================================\n\n"}]}























































































