GobrinSan
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Commander
Size: 100Salt sum: 49.2
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Commander
Omnath, Locus of Creation
When Omnath enters, draw a card.
Landfall — Whenever a land you control enters, you gain 4 life if this is the first time this ability has resolved this turn. If it's the second time, add . If it's the third time, Omnath deals 4 damage to each opponent and each planeswalker you don't control.
Landfall — Whenever a land you control enters, you gain 4 life if this is the first time this ability has resolved this turn. If it's the second time, add . If it's the third time, Omnath deals 4 damage to each opponent and each planeswalker you don't control.
Legendary Creature - Elemental

Commander
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Burn
Ojer Axonil, Deepest Might
Trample
If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.
When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.
When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - God


Solphim, Mayhem Dominus
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals double that damage to that player or permanent instead.
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Burn
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Draw
Neyith of the Dire Hunt
Whenever one or more creatures you control fight or become blocked, draw a card.
At the beginning of combat on your turn, you may pay . If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ( can be paid with either or .)
At the beginning of combat on your turn, you may pay . If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ( can be paid with either or .)
Legendary Creature - Human Warrior

Draw
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Land
Boseiju, Who Endures
: Add .
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

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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Protection
Protection
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Ramp
Nissa, Resurgent Animist
Landfall — Whenever a land you control enters, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.
Legendary Creature - Elf Scout

Tireless Provisioner
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this token: You gain 3 life." Treasure is an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Elf Scout

Ramp
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Recursion
Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Recursion
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Removal
Wayta, Trainer Prodigy
Haste
, : Target creature you control fights another target creature. This ability costs less to activate if it targets two creatures you control.
If a creature you control being dealt damage causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
, : Target creature you control fights another target creature. This ability costs less to activate if it targets two creatures you control.
If a creature you control being dealt damage causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Human Warrior

Removal
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Tutor
Tutor
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"THE 3 DISTINCT WIN CONDITIONS & COMBOS\n------------------------------------------------------------------------\nWIN CONDITION 1: THE INSTANT GATE-CRASH (MAZE'S END)\n* Setup: Require Amulet of Vigor, Spelunking, or Tiller Engine active.\n* Execution: Give Hexhaven Invigorator indestructible. Hit it with a massive damage spell (e.g., Blasphemous Act for 13 damage).\n* The Search: Hexhaven triggers. Fetch Maze's End, Gond Gate, Baldur's Gate, and 8 other distinct Guildgates.\n* The Payoff: They all enter simultaneously. Your untapped enablers instantly unlock them (or Gond Gate forces them untapped). Spend 3 mana, tap Maze's End, activate its text box, and win on the spot.\n\nWIN CONDITION 2: THE COSMIC TOKEN SWARM (MARIT LAGE & FIELD OF THE DEAD)\n* Setup: Damage Hexhaven Invigorator for 7+ damage.\n* The Search: Fetch Field of the Dead, Dark Depths, Thespian's Stage, and Yavimaya, Cradle of Growth, filling the remaining search with uniquely named Shock lands or Triomes.\n* The Payoff: Field of the Dead instantly recognizes 7+ distinct land names entering, vomiting a massive defensive wall of 2/2 Zombies. At the same time, pay 2 mana and activate Thespian's Stage to copy Dark Depths. The legendary rule applies: choose to keep the Stage-copy (which has zero ice counters on it), immediately cracking it to summon a 20/20 indestructible flying Marit Lage avatar. On your following turn, cast Sylvan Awakening to animate all 35 lands into indestructible attackers for a lethal strike.\n\nWIN CONDITION 3: THE SEISMIC MELTDOWN (VALAKUT MACHINE-GUN)\n* Setup: Have active damage multipliers on the field (Solphim, Furnace of Rath, or City on Fire).\n* The Search: Trigger Hexhaven for 7+ damage. Grab Valakut, the Molten Pinnacle, Vesuva, and 5 distinct lands with the \"Mountain\" subtype (Stomping Ground, Sacred Foundry, Steam Vents, Ketria Triome, Raugrin Triome).\n* The Payoff: Have Vesuva enter as a copy of Valakut. Because they hit the field simultaneously, both Valakuts witness 5 other Mountains entering at the exact same moment. This yields 20 independent triggers of 3 damage (multiplied heavily by your damage doublers to 6 or 9 damage per trigger), systematically erasing your opponents' health pools without entering combat.\n\n------------------------------------------------------------------------\nKEY ENGINE SYNERGIES\n------------------------------------------------------------------------\n* The Wayta Multiplier: If Wayta, Trainer Prodigy forces a fight or witnesses Hexhaven taking non-combat damage, her passive text doubles Hexhaven's land search triggers. Hitting Hexhaven with a safe 2-damage spell fetches 4 lands; doubled by Wayta, it scales to 8 lands!\n* The Blue Draw Train: Dropping 10+ lands simultaneously triggers Tatyova, Benthic Druid and Aesi, Tyrant of Gyre Strait for each individual land. You immediately draw 10+ cards and gain 10+ life, reloading your hand with interaction to secure your victory.\n* Ojer Axonil Shifting: If you use safe 1-damage ping spells (like End the Festivities) to harvest lands without risking Hexhaven's death, Ojer Axonil, Deepest Might elevates that baseline damage to 4. This turns a minor ping into an explosive 4-land search.\n\n------------------------------------------------------------------------\n HOW TO PILOT (STEP-BY-STEP STRATEGY)\n------------------------------------------------------------------------\n* Phase 1: The Gathering (Turns 1-3)\n Focus entirely on securing your colours. Prioritize green sources first to ensure you can cast your creature tutors. Drop early acceleration pieces like Lotus Cobra or Exploration to pull ahead of the curve.\n* Phase 2: Assembling the Circuit (Turns 4-6)\n Cast your creature tutors to isolate Hexhaven Invigorator into your hand. Concurrently use your artifact tutors (Fabricate / Whir of Invention) to slide Amulet of Vigor onto the battlefield under the radar. Do not cast Hexhaven until you hold a protection spell in your hand.\n* Phase 3: Pulling the Trigger (Turn 7+)\n Cast Hexhaven Invigorator. Render it indestructible using Mithril Coat or Boros Charm. Cast your damage spell or use Wayta to initiate a fight. Resolve the triggers, empty your deck of utility lands, and execute the win condition that best bypasses your opponents' current board states.\n\n------------------------------------------------------------------------\n6. THE PERFECT MULLIGAN FRAMEWORK\n------------------------------------------------------------------------\n* Keep: Hands with at least 3 lands producing Green and two other colours. Must contain either an untapped enabler (Amulet of Vigor/Spelunking), a reliable tutor, or early acceleration (Lotus Cobra, Farseek, Growth Spiral) to guarantee Omnath on Turn 3.\n* Mulligan: Hands with win-condition lands (Maze's End, Dark Depths, or multiple Guildgates) drawn naturally. You want these resting inside the deck to be pulled out by Hexhaven. Also mulligan hands with zero Green mana or hands containing high-cost damage multipliers without early game setup.\n========================================================================\n"}]}

























































































