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Commander
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Commander
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

Commander
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Draw
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

Draw
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Land
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary 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

Land
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Protection
Angel's Grace
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
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

Liberator, Urza's Battlethopter
Flash
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Legendary Creature Artifact - Thopter

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 Mind Stone
Indestructible
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
Legendary Artifact - Infinity Stone

Ramp
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Recursion
Agatha's Soul Cauldron
You may spend mana as though it were mana of any color to activate abilities of creatures you control.
Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron.
: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron.
: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
Legendary Artifact

Recursion
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Removal
Bilbo's Gambit
Gift a Treasure (You may promise an opponent a gift as you cast this spell. If you do, they create a Treasure token before its other effects. It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn.
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn.
Instant

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.
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

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

Removal
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Stax
Stax
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Tutor
Ranger-Captain of Eos
When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Creature - Human Soldier Ranger

Scrapyard Recombiner
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
, Sacrifice an artifact: Search your library for a Construct card, reveal it, put it into your hand, then shuffle.
, Sacrifice an artifact: Search your library for a Construct card, reveal it, put it into your hand, then shuffle.
Creature Artifact - Construct

Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
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.)
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
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.)
Creature - Angel

Tezzeret, Cruel Captain
Whenever an artifact you control enters, put a loyalty counter on Tezzeret.
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
Legendary Planeswalker - Tezzeret

Tutor
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Maybeboard
Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"attributes":{"color":"#ffc266"},"insert":"𝖕𝖗𝖆𝖎𝖘𝖊 𝖙𝖍𝖊 𝖘𝖚𝖓 · 𝖋𝖎𝖗𝖊 𝖙𝖍𝖊 𝖌𝖚𝖓"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"This Heliod Commander deck is a highly optimized blend of control, stax pressure, and a consistent Ballista-based win condition. © Marsitz"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nAt first glance, Heliod looks like a lifegain commander. A friendly god handing out counters and blessings. "},{"attributes":{"bold":true},"insert":"That's a lie. "},{"insert":"This deck isn't interested in gaining life. It isn't interested in combat. It isn't interested in fair Magic. This is a mono-white control deck disguised as a devotion commander.\n\nThe plan is simple:\n\n"},{"attributes":{"bold":true},"insert":"Reduce the game to one meaningful action at a time."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Make yours the one that matters."},{"insert":"\n\nWhile everyone else fights through Rule of Law effects, search restrictions, graveyard hate, disabled abilities and an increasingly hostile collection of “you can't do that” permanents, Heliod waits!\n\nThe Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Powerful Commander decks are built around velocity: multiple spells, fast mana, tutors, compressed win attempts & long stack battles.\n\n"},{"attributes":{"bold":true},"insert":"This deck attacks velocity itself!"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"💚 Rule of Law."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"💚 Deafening Silence."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"💚 Archon of Emeria."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"💚 Phyrexian Censor."},{"insert":"\n\nThe goal is not simply to slow the table down. It is to change the terms of the game. Your opponents want to develop, interact & win in the same turn.\n\n"},{"attributes":{"bold":true},"insert":"You do not need to."},{"insert":"\n\nHeliod is already waiting in the Command Zone. Walking Ballista only needs to be found once.\n\nSo the deck develops deliberately:\nMana - Pressure - The right hate piece - A tutor when the window opens - Protection held until it actually matters.\nThis is not Stax for the sake of Stax. The prison is temporary. "},{"attributes":{"bold":true},"insert":"The sentence is not."},{"insert":"\n\nBreaking Parity"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Good Stax pieces hurt everyone. Good Stax decks make sure they hurt everyone else more. That is where cards like "},{"attributes":{"bold":true},"insert":"Liberator, Urza's Battlethopter"},{"insert":" matter. Under Rule of Law, casting Walking Ballista during somebody else's turn leaves your own turn free for protection or disruption. Activated abilities ignore spell limits entirely. Heliod grants lifelink. Sensei's Divining Top fixes draws. Utility lands keep working.\nThe One Ring keeps feeding you cards. And while opponents search for answers, "},{"attributes":{"bold":true},"insert":"Archivist of Oghma"},{"insert":" turns their efficiency into yours.\n\nThey tutor ➟ You draw.\nThey fetch ➟ You draw.\nYou gain life ➟Heliod notices.\nThe table is counting spells ➟ "},{"attributes":{"bold":true},"insert":"You are counting windows."},{"insert":"\n\n"},{"attributes":{"color":"#ff9900"},"insert":"The Gun"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Heliod + Walking Ballista"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe classic. Walking Ballista needs enough counters to survive removing one. Give it lifelink with Heliod ➟ Remove a +1/+1 counter ➟ Deal 1 damage ➟ Gain 1 life ➟ Heliod replaces the counter ➟ Repeat.\n"},{"attributes":{"bold":true},"insert":"Fire until nobody is left to object."},{"insert":"\n\nHeliod + Triskelion"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The older model. Heavier. Less elegant. Still lethal. Give it lifelink with Heliod ➟ Remove a +1/+1 counter ➟ Deal 1 damage ➟ Gain 1 life ➟ Heliod replaces the counter ➟ Repeat.\nSix mana is not graceful.\n"},{"attributes":{"bold":true},"insert":"Infinite damage has never required grace."},{"insert":"\n\nAgatha's Soul Cauldron"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sometimes the gun is already dead. That does not mean the shooting stops. Exile Walking Ballista with "},{"attributes":{"bold":true},"insert":"Agatha's Soul Cauldron"},{"insert":" and any creature with a +1/+1 counter can inherit its activated ability. Give it lifelink with Heliod ➟ Remove a +1/+1 counter ➟ Deal 1 damage ➟ Gain 1 life ➟ Heliod replaces the counter ➟ Repeat.\nThe creature is now the gun. Killing Ballista is not always the same thing as stopping Ballista.\n\n"},{"attributes":{"color":"#ff9900"},"insert":"Finding the Gun"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Half of the primary combo lives permanently in the Command Zone. The other half is remarkably easy to find.\n\n"},{"attributes":{"bold":true},"insert":"✅ Ranger-Captain of Eos"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"✅ Ranger of Eos"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"✅ Recruiter of the Guard"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"✅ Scrapyard Recombiner"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"✅ Enlightened Tutor"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"✅ Inventors' Fair"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"✅ Tezzeret, Cruel Captain"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"✅ Starfield Shepherd"},{"insert":"\n\nThe deck does not need to dig through half its library. It needs to establish control and eventually locate one card. That is a much easier problem. "},{"attributes":{"bold":true},"insert":"Starfield Shepherd"},{"insert":" deserves special mention: Warp it for two mana and it finds Walking Ballista. With "},{"attributes":{"bold":true},"insert":"The Mind Stone"},{"insert":", it can even be blinked before Warp removes it, leaving the Shepherd behind and triggering the search again. Quiet, efficient, slightly unfair.\nExactly how we like it.\n\nOpening the Firing Window"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Finding Walking Ballista is rarely the difficult part.The real question is:\n"},{"attributes":{"bold":true},"insert":"When is the table no longer allowed to stop you?"},{"insert":"\nThat is where the deck becomes dangerous. Ranger-Captain of Eos ➟ possibly the best card in the 99. He finds Walking Ballista and remains behind to shut down opposing noncreature spells when the turn finally matters. Tutor first. "},{"attributes":{"bold":true},"insert":"Declare martial law later."},{"insert":"\n\nGrand Abolisher"},{"attributes":{"header":3},"insert":"\n"},{"insert":"No spells. No troublesome activated abilities. No emergency exits. For one turn, the courtroom belongs to you.\n\nVoice of Victory"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Voice does not protect the board. "},{"attributes":{"bold":true},"insert":"Voice protects the turn. "},{"insert":"Once it is in play, opponents cannot cast spells during your turn. No counterspell. No Swords. No last-minute miracle. They had their turn.\n"},{"attributes":{"bold":true},"insert":"Now it is yours."},{"insert":"\n\nBoromir, Warden of the Tower"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Some decks rely on doing powerful things without paying for them. Boromir disagrees. Free spells disappear. And when the board itself needs saving, he can die so the rest do not. He does not merely stand at the gate.\n\nSilence & Orim's Chant"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sometimes the cleanest way to win a stack war is to make sure there never is one. But remember: your prison rules apply to you too. Under Rule of Law, a Silence cast at the wrong time may also be your final spell of the turn. Sequence first. Celebrate later.\n\nBilbo's Gambit"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sometimes the opponent still manages to put the right answer on the stack. Bilbo simply gives it back. And if the gift is promised, the conversation ends there. No more spells that turn. For Heliod and Walking Ballista, that is often perfect. The stack closes. The gun stays loaded.\n"},{"attributes":{"bold":true},"insert":"Very generous of Bilbo."},{"insert":"\n\nValue Through Resistance"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Stax buys time. It does not magically refill your hand. That is why the deck's resource engines matter. \n"},{"attributes":{"bold":true},"insert":"Esper Sentinel"},{"insert":" taxes development.\n"},{"attributes":{"bold":true},"insert":"The One Ring"},{"insert":" keeps the machine running.\n"},{"attributes":{"bold":true},"insert":"Gleaming Splendor"},{"insert":" turns opposing card draw into resources.\n"},{"attributes":{"bold":true},"insert":"Archivist of Oghma"},{"insert":" punishes searching.\n"},{"attributes":{"bold":true},"insert":"Sensei's Divining Top"},{"insert":" keeps bad draws from becoming bad turns.\nAnd lands such as "},{"attributes":{"bold":true},"insert":"Monumental Henge "},{"insert":"&"},{"attributes":{"bold":true},"insert":" Inventors' Fair"},{"insert":" generate value without consuming the spell you are allowed to cast. The deck does not need to outdraw the table. It needs to make each card matter longer.\n\nKnow Your Own Prison"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Stax cards change the rules. Unfortunately, none of them say: "},{"attributes":{"bold":true},"insert":"\"Except for you.” "},{"insert":"Vexing Bauble can punish your own free spells. Rest in Peace can interfere with Cauldron recovery. Rule of Law can turn poor sequencing into self-sabotage. Protection can interfere with your own targeting. This deck rewards players who know exactly what every permanent allows. And exactly what it does not. Your opponents will read your cards. "},{"attributes":{"bold":true},"insert":"You should have read them twice."},{"insert":"\n\nWeaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Card Advantage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck is efficient, not infinite. If the major engines do not appear, resources have to be spent carefully. Do not confuse controlling the game with having unlimited cards. You do not.\n\nLosing the Gun"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Heliod is difficult to remove permanently. Walking Ballista is not. Protect the card that actually kills people. Fortunately, Triskelion, tutors and Agatha's Soul Cauldron mean losing one Ballista does not necessarily mean losing the war.\n\nBecoming the Archenemy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"People remember Rule of Law. They remember Drannith Magistrate. They remember Aven Mindcensor appearing in response to a tutor. And they definitely remember who was responsible. Accept the attention.\n"},{"attributes":{"bold":true},"insert":"Being perceived as the problem is often confirmation that the deck is working."},{"insert":"\n\nPatience"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Possibly the most important card in the deck. It just is not printed. Many games are lost by trying to win one turn too early. Many games are won because you waited one turn longer than everyone expected.\nYou do not need every window. You only need one that stays open.\n\nYou Should Play This Deck If..."},{"attributes":{"header":2},"insert":"\n"},{"insert":"You enjoy being the sheriff at a lawless table.\nYou like saying “No” without putting a counterspell on the stack.\nYou prefer timing over speed.\nYou enjoy turning powerful decks into awkward piles of expensive cardboard.\nYou believe patience is a resource.\nYou believe silence is interaction.\nAnd somewhere deep down,\nyou believe every sufficiently controlled game should eventually be solved by artillery.\n\nOne Final Note"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Heliod does not need to race the table.\nHe needs to make the table slow enough that racing stops mattering.\nLet them search.\nLet them count mana.\nLet them hold interaction.\nLet them convince themselves they still have time.\nEventually, somebody taps one land too many.\nCasts one spell too early.\nFights the wrong battle.\nAnd when that moment comes, Heliod does not need an army.\nHe does not need a combat step.\nHe does not need permission.\nHe needs one creature.\nOne window.\nOne counter to spare.\nAnd one final choice for the table:\n"},{"attributes":{"bold":true},"insert":"Praise the sun."},{"insert":"\n"},{"attributes":{"color":"#ff9900"},"insert":"Or hear the gun."},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"}]}












































































