Snozzwanger
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Commander
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Commander
Nils, Discipline Enforcer
At the beginning of your end step, for each player, put a +1/+1 counter on up to one target creature that player controls.
Each creature with one or more counters on it can't attack you or planeswalkers you control unless its controller pays , where X is the number of counters on that creature.
Each creature with one or more counters on it can't attack you or planeswalkers you control unless its controller pays , where X is the number of counters on that creature.
Legendary Creature - Human Cleric

Commander
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Counters
Elite Scaleguard
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
Creature - Human Soldier

Counters
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Draw
Draw
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Land
Land
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Lifegain
Lifegain
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Proliferate
Proliferate
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Protection
Comeuppance
Prevent all damage that would be dealt to you and planeswalkers you control this turn by sources you don't control. If damage from a creature source is prevented this way, Comeuppance deals that much damage to that creature. If damage from a noncreature source is prevented this way, Comeuppance deals that much damage to the source's controller.
Instant

Protection
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Ramp
Keeper of the Accord
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Creature - Human Soldier

Ramp
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Recursion
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

Recursion
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Removal
Collective Effort
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls.
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls.
Sorcery

Martial Impetus
Enchant creature
Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
Enchantment - Aura

Removal
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Tokens
Archon of Sun's Grace
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature - Archon

Tokens
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Maybeboard
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

Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

Archangel of Tithes
Flying
As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
Creature - Angel

Bulwark Ox
Whenever this creature attacks while saddled, put a +1/+1 counter on target creature.
Sacrifice this creature: Creatures you control with counters on them gain hexproof and indestructible until end of turn.
Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Sacrifice this creature: Creatures you control with counters on them gain hexproof and indestructible until end of turn.
Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Creature - Ox Mount

Champions of Minas Tirith
When this creature enters, you become the monarch.
At the beginning of combat on each opponent's turn, if you're the monarch, that opponent may pay , where X is the number of cards in their hand. If they don't, they can't attack you this combat.
At the beginning of combat on each opponent's turn, if you're the monarch, that opponent may pay , where X is the number of cards in their hand. If they don't, they can't attack you this combat.
Creature - Human Soldier

Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Diamond City
This land enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
: Add .
: Move a shield counter from this land onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
: Add .
: Move a shield counter from this land onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
Land

Discerning Financier
At the beginning of your upkeep, if an opponent controls more lands than you, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
: Choose another player. That player gains control of target Treasure you control. You draw a card.
: Choose another player. That player gains control of target Treasure you control. You draw a card.
Creature - Human Noble

Emeritus of Truce
When this creature enters, target player creates a 1/1 white and black Inkling creature token with flying. Then if an opponent controls more creatures than you, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Cleric Cat

Fateshaper Aspirant
When this creature enters, choose one —
• Return target legendary card from your graveyard to your hand.
• Put a +1/+1 counter on target creature. It gains vigilance and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
• Return target legendary card from your graveyard to your hand.
• Put a +1/+1 counter on target creature. It gains vigilance and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature - Cleric Rhino

Filigree Vector
When this creature enters, put a +1/+1 counter on each of any number of target creatures and a charge counter on each of any number of target artifacts.
, , Sacrifice another artifact: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
, , Sacrifice another artifact: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature Artifact - Construct Phyrexian

God-Eternal Oketra
Double strike
Whenever you cast a creature spell, create a 4/4 black Zombie Warrior creature token with vigilance.
When God-Eternal Oketra dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Whenever you cast a creature spell, create a 4/4 black Zombie Warrior creature token with vigilance.
When God-Eternal Oketra dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Legendary Creature - Zombie God

Guardian Scalelord
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.)
Flying
Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.
Flying
Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.
Creature - Dragon

Heliod, God of the Sun
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Other creatures you control have vigilance.
: Create a 2/1 white Cleric enchantment creature token.
As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Other creatures you control have vigilance.
: Create a 2/1 white Cleric enchantment creature token.
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

Lion Sash
: Exile target card from a graveyard. If it was a permanent card, put a +1/+1 counter on this permanent.
Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Cat

Luminarch Ascension
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.
: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.
Enchantment

Master of Ceremonies
At the beginning of your upkeep, each opponent chooses money, friends, or secrets. For each player who chose money, you and that player each create a Treasure token. For each player who chose friends, you and that player each create a 1/1 green and white Citizen creature token. For each player who chose secrets, you and that player each draw a card.
Creature - Druid Rhino

Noble Heritage
Commander creatures you own have "When this creature enters and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Legendary Enchantment - Background

Patrolling Peacemaker
This creature enters with two +1/+1 counters on it.
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature Artifact - Soldier Robot

Reluctant Role Model
Survival — At the beginning of your second main phase, if this creature is tapped, put a flying, lifelink, or +1/+1 counter on it.
Whenever this creature or another creature you control dies, if it had counters on it, put those counters on up to one target creature.
Whenever this creature or another creature you control dies, if it had counters on it, put those counters on up to one target creature.
Creature - Human Survivor

Scholar of New Horizons
This creature enters with a +1/+1 counter on it.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
Creature - Human Scout

Seasoned Dungeoneer
When this creature enters, you take the initiative.
Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Creature - Human Warrior

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

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"Counter Offer"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Nils, Discipline Enforcer — Political Pillowfort / Counters / Enchantress"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Deck Philosophy"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Counter Offer"},{"insert":" wants to make attacking everyone else easier than attacking you.\nNils does something wonderfully political: at the beginning of "},{"attributes":{"bold":true},"insert":"your end step"},{"insert":", you may put a +1/+1 counter on up to one creature controlled by each player. Any creature with counters on it has to pay mana equal to its total number of counters to attack you or your planeswalkers. Importantly, Nils counts "},{"attributes":{"bold":true},"insert":"every kind of counter"},{"insert":", not merely +1/+1 counters.\nThat creates the deck's basic bargain:\n"},{"attributes":{"bold":true},"insert":"“I'll make your creature better. In exchange, it becomes much more convenient to point it somewhere else.”"},{"insert":"\nThe deck does not need to attack during the early or middle game. Instead it develops mana, establishes defensive enchantments, hands out counters, gains life and lets opponents expend their creatures and interaction against one another.\nOnce the table has weakened—or preferably once one opponent has already been eliminated—the deck changes roles.\nThe same counters that previously kept opponents away now give your own creatures flying, tap blockers and create a large combat force. The same enchantments that built the fort create Angels and Pegasi. The life you've preserved threatens Felidar Sovereign.\nThis deck should feel like two decks in sequence:\n"},{"attributes":{"bold":true},"insert":"Act I: “I'm helping.”"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Act II: “The offer has expired.”"},{"insert":"\n\nMulligan Priorities"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The ideal opening hand has "},{"attributes":{"bold":true},"insert":"three lands"},{"insert":", one source of acceleration or land advantage, and something productive to do before the expensive engines appear.\nExcellent early keeps include Sol Ring, Arcane Signet, Fellwar Stone, Mind Stone, Everflowing Chalice, Authority of the Consuls, Crystal Barricade, Wall of Omens, Spirited Companion, Oreskos Explorer and Ghostly Prison.\nHands containing several of "},{"attributes":{"bold":true},"insert":"Felidar Sovereign, Sigil of the Empty Throne, Charge Across the Araba, Martial Coup and five-mana sweepers"},{"insert":" but no early development should normally go back.\nYou do "},{"attributes":{"bold":true},"insert":"not"},{"insert":" need Nils in every opening hand. He's already in the command zone. Develop first.\n\nPhase I — Establish the Fort"},{"attributes":{"header":1},"insert":"\n"},{"insert":"During roughly turns 1–4, avoid looking like the player whose board needs to be solved.\nNils"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Casting Nils early is fine, but don't automatically put counters on the biggest creature each opponent controls.\nHis end-step targeting is optional for every player.\nGood Nils targets are creatures that:\nare likely to attack another opponent;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"are useful combat creatures rather than combo pieces;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"become increasingly awkward to send at you;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"don't become catastrophically dangerous if their controller simply pays the tax."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Giving a trampling Voltron commander another +1/+1 counter when its controller has twelve untapped mana may be a bad bargain.\nGiving an opponent's 6/6 value creature another counter when someone else has an exposed planeswalker is much more attractive.\n\nNils + Orzhov Advokist"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is one of the deck's best political engines.\nAt your upkeep, Orzhov Advokist lets each player put "},{"attributes":{"bold":true},"insert":"two +1/+1 counters"},{"insert":" on one creature. Anyone accepting the offer can't attack you or your planeswalkers with "},{"attributes":{"italic":true},"insert":"any"},{"insert":" creatures until your next turn.\nThen your end step arrives.\nNils can put another counter on one of that player's creatures.\nAn opponent who accepted Advokist's offer may therefore have a creature with three counters before their next opportunity to attack you. If they later stop accepting Advokist's bargain, Nils's tax remains.\nThe political pitch practically writes itself:\n"},{"attributes":{"bold":true},"insert":"“Take the two counters. You weren't planning to hit me anyway, right?”"},{"insert":"\n\nLayering the Attack Taxes"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Ghostly Prison and Windborn Muse each charge "},{"attributes":{"code":true},"insert":"{2}"},{"insert":" "},{"attributes":{"bold":true},"insert":"per creature"},{"insert":" attacking you.\nWhen both are present, an ordinary creature costs "},{"attributes":{"code":true},"insert":"{4}"},{"insert":" to attack you.\nNow add Nils.\nA creature with three counters costs an additional "},{"attributes":{"code":true},"insert":"{3}"},{"insert":".\nThat creature now requires "},{"attributes":{"bold":true},"insert":"seven mana just to declare it as an attacker against you"},{"insert":".\nThe opponent is still perfectly free to send it at someone else for zero additional mana.\nThis is the heart of the deck.\nYou aren't preventing combat.\nYou're redirecting the economics of combat.\n\nCombat Calligrapher — Reward the Behavior You Want"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Combat Calligrapher rewards anybody who attacks one of your opponents by creating an additional 2/1 flying Inkling already attacking that opponent. Inklings also can't attack you while the Calligrapher remains on the battlefield.\nIt makes attacking elsewhere objectively more profitable.\nThat means Calligrapher belongs in Act I even though it appears superficially aggressive.\nLet your opponents generate the Inklings. Let those Inklings help reduce everybody else's life totals.\nYou can worry about combat later.\n\nGoad Package"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Martial Impetus"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Put this on a threatening opposing creature rather than one of your own.\nThe creature becomes a weapon somebody else controls.\nRedemption Arc"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is even better politically.\nIt gives an enchanted creature "},{"attributes":{"bold":true},"insert":"indestructible and goad"},{"insert":", meaning it must attack if able and must attack someone other than you if possible. If it eventually becomes too dangerous, "},{"attributes":{"code":true},"insert":"{1}{W}"},{"insert":" exiles it.\nThe ideal Redemption Arc target is not a creature you currently need dead.\nIt's a creature you would like to remain alive "},{"attributes":{"bold":true},"insert":"as long as it keeps hurting your opponents"},{"insert":".\n\nCounter Engine"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Counters have two completely different jobs depending on the stage of the game.\nEarly game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Put them on "},{"attributes":{"bold":true},"insert":"opponents' creatures"},{"insert":" to increase Nils's tax.\nLate game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Put them on "},{"attributes":{"bold":true},"insert":"your creatures"},{"insert":" to unlock Abzan Falconer and Elite Scaleguard.\nKnowing when to switch is one of the most important skills in piloting Counter Offer.\n\nCollective Effort"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Collective Effort is one of the deck's best modal cards.\nIts third mode puts a +1/+1 counter on "},{"attributes":{"bold":true},"insert":"every creature target player controls"},{"insert":".\nEarly:\n"},{"attributes":{"bold":true},"insert":"Target an opponent."},{"insert":"\nTheir entire army now has counters. With Nils out, every one of those creatures is taxed if it attacks you.\nLate:\n"},{"attributes":{"bold":true},"insert":"Target yourself."},{"insert":"\nNow your entire army has counters.\nIf Abzan Falconer is present, all of your creatures with +1/+1 counters gain flying.\nIf Elite Scaleguard is present, every countered attacking creature can tap one of the defending player's creatures.\nCollective Effort therefore passes the CDT beautifully: the same card is defensive early and offensive late.\n\nRegna's Sanction — One of the Best Cards in the Deck"},{"attributes":{"header":1},"insert":"\n"},{"insert":"For every player, choose "},{"attributes":{"bold":true},"insert":"friend or foe"},{"insert":".\nFriends put a +1/+1 counter on every creature they control.\nFoes keep one untapped creature and tap the rest.\nPolitical mode"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Make an opponent a "},{"attributes":{"bold":true},"insert":"friend"},{"insert":".\nTheir army becomes larger.\nNils now taxes their entire army.\nYou've effectively said:\n"},{"attributes":{"bold":true},"insert":"“I just improved all your creatures. Surely you're not going to spend twelve mana attacking me with them.”"},{"insert":"\nKill mode"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Make "},{"attributes":{"bold":true},"insert":"yourself the friend"},{"insert":".\nMake the opponents you're about to attack "},{"attributes":{"bold":true},"insert":"foes"},{"insert":".\nYour whole army receives counters while most opposing blockers become tapped.\nThen:\n"},{"attributes":{"bold":true},"insert":"Regna's Sanction → Abzan Falconer → flying army"},{"insert":"\ngets extremely dangerous.\nAdd "},{"attributes":{"bold":true},"insert":"Elite Scaleguard"},{"insert":" and the remaining untapped blocker can frequently be tapped when your countered creatures attack.\nThis is one of the deck's cleanest “the negotiations are over” pivots.\n\nUnbounded Potential"},{"attributes":{"header":1},"insert":"\n"},{"insert":"For "},{"attributes":{"code":true},"insert":"{1}{W}"},{"insert":", choose between putting counters on up to two creatures or proliferating.\nFor the entwine cost, do "},{"attributes":{"bold":true},"insert":"both"},{"insert":": put the counters on first, then proliferate them.\nEarly-game use:\nPut counters on dangerous opposing attackers, then proliferate counters throughout the table.\nLate-game use:\nSeed counters on your important creatures and proliferate the whole army.\nWith Nils out, proliferating an opponent's creature from one counter to two literally increases its attack tax from "},{"attributes":{"code":true},"insert":"{1}"},{"insert":" to "},{"attributes":{"code":true},"insert":"{2}"},{"insert":".\n\nContagion Clasp"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The repeated proliferate ability is excellent here because it can simultaneously:\nincrease Nils's taxes;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"grow your countered creatures;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"grow Nesting Dovehawk;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"reinforce counters placed by Collective Effort or Regna's Sanction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Important warning"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Don't casually put Contagion Clasp's "},{"attributes":{"bold":true},"insert":"−1/−1 counter"},{"insert":" on a creature already carrying a +1/+1 counter that you want Nils to tax.\n+1/+1 and −1/−1 counters remove each other in pairs as a state-based action.\nYou can accidentally remove the very counter establishing Nils's tax.\n\nNesting Grounds"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Nesting Grounds can move a counter from a permanent "},{"attributes":{"bold":true},"insert":"you control"},{"insert":" onto another permanent.\nThis gives you some wonderfully strange tricks.\nAn Idyllic Grange counter can eventually be transferred from your creature to an opponent's creature.\nA +1/+1 counter that is no longer strategically important on one of your creatures can become a Nils tax counter on somebody else's threat.\nYou can even move unusual counter types because Nils doesn't care what kind of counter it is.\nPromise of Loyalty rules warning"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Moving a vow counter onto some random opposing creature "},{"attributes":{"bold":true},"insert":"does not give that creature Promise of Loyalty's attack restriction"},{"insert":". Promise affects the specific creatures chosen when it resolved.\nNils, however, sees the moved vow counter and will still tax that creature.\n\nPromise of Loyalty"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This may be the most thematic board wipe in the deck.\nEach player keeps one creature, gives it a vow counter and sacrifices everything else. Those surviving creatures can't attack you while they retain a vow counter.\nIt therefore does three things simultaneously:\ndrastically reduces the board;"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"leaves everyone with something to play with;"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"makes the surviving opposing threats unable to attack you."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"That's exactly what Counter Offer wants a sweeper to accomplish.\n\nChoosing the Correct Board Wipe"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Your sweepers are intentionally different.\nPromise of Loyalty"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Use when opponents have wide boards and you want to leave the survivors pointed away from you.\nWinds of Rath"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Destroys every "},{"attributes":{"bold":true},"insert":"unenchanted"},{"insert":" creature.\nThis can become highly asymmetric because so many of your creatures can carry Auras.\nPut Flickering Ward, Timely Ward, Shielded by Faith, Sheltered by Ghosts or Unquestioned Authority on something you want to survive.\nThere is also a wonderfully mean political line:\n"},{"attributes":{"bold":true},"insert":"Martial Impetus / Redemption Arc on an opponent's creature → Winds of Rath"},{"insert":"\nTheir enchanted weapon survives while most other creatures disappear.\nWith Redemption Arc, that creature remains goaded and still wants to attack somebody else.\nSingle Combat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Everyone keeps one creature or planeswalker and sacrifices the rest, then players can't cast creature or planeswalker spells until the end of your next turn.\nThis is excellent when you already have the best single permanent or when you want an entire rotation where rebuilding with creatures isn't possible.\nMartial Coup"},{"attributes":{"header":2},"insert":"\n"},{"insert":"At "},{"attributes":{"code":true},"insert":"X ≥ 5"},{"insert":", make X Soldiers and destroy every other creature.\nThis is your best:\n"},{"attributes":{"bold":true},"insert":"“Reset the board, but I would like to have an army afterward.”"},{"insert":"\nThose Soldiers are excellent Charge Across the Araba material.\nVanquish the Horde"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is the emergency button.\nThe more creatures on the battlefield, the cheaper it becomes.\nDon't cast a sweeper simply because you have one. If two opponents are destroying each other's boards while leaving you alone, the deck is already winning the exchange.\n\nEnchantress-Lite Engine"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This isn't a full Enchantress deck, but it has a meaningful enchantment engine.\nThe two centerpiece cards are:\n"},{"attributes":{"bold":true},"insert":"Sigil of the Empty Throne"},{"insert":" — every enchantment spell you cast creates a 4/4 flying Angel.\n"},{"attributes":{"bold":true},"insert":"Archon of Sun's Grace"},{"insert":" — whenever an enchantment enters under your control, create a 2/2 flying Pegasus; your Pegasi also have lifelink.\nYour defensive cards therefore begin manufacturing threats.\nBanishing Light isn't merely removal.\nGhostly Prison isn't merely defense.\nSheltered by Ghosts isn't merely removal/protection.\nFlickering Ward isn't merely protection.\nWith your engines present, those cards also make flying creatures.\n\nSigil + Archon + Flickering Ward"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is the deck's best repeatable "},{"attributes":{"bold":true},"insert":"finite"},{"insert":" engine.\nFlickering Ward costs "},{"attributes":{"code":true},"insert":"{W}"},{"insert":" to cast. For "},{"attributes":{"code":true},"insert":"{W}"},{"insert":", you can return it to your hand.\nWith Sigil and Archon:\n"},{"attributes":{"bold":true},"insert":"Cast Flickering Ward for "},{"attributes":{"bold":true,"code":true},"insert":"{W}"},{"insert":"\n→ Sigil creates a 4/4 flying Angel.\n→ Ward enters.\n→ Archon creates a 2/2 flying Pegasus with lifelink.\n"},{"attributes":{"bold":true},"insert":"Pay "},{"attributes":{"bold":true,"code":true},"insert":"{W}"},{"attributes":{"bold":true},"insert":" to return Ward to your hand."},{"insert":"\nThen repeat.\nEvery "},{"attributes":{"bold":true},"insert":"two mana"},{"insert":" you can devote to the cycle effectively generates another Angel and Pegasus.\nIt is not infinite; your mana limits the number of iterations.\nBut six flying power per cycle is plenty.\nFlickering Ward warning"},{"attributes":{"header":3},"insert":"\n"},{"insert":"If you enchant a creature and choose "},{"attributes":{"bold":true},"insert":"white"},{"insert":", protection from white can cause other white Auras already attached to that creature to fall off.\nFlickering Ward specifically avoids removing itself, but that exception doesn't protect your other Auras.\nChoose the color deliberately.\n\nLyra + Sigil"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Sigil creates "},{"attributes":{"bold":true},"insert":"white Angel creature tokens"},{"insert":".\nLyra, Archangel of Dawn gives your other Angels +1/+1 and lifelink.\nSo every Sigil token becomes:\n"},{"attributes":{"bold":true},"insert":"5/5 flying lifelink"},{"insert":"\nwhile Lyra is present.\nNow your enchantment engine also becomes an enormous Felidar Sovereign lifegain engine.\n\nNesting Dovehawk + Your Token Engines"},{"attributes":{"header":1},"insert":"\n"},{"insert":"At the beginning of combat on your turn, Nesting Dovehawk populates—copying one creature token you control.\nEvery creature token entering also puts a +1/+1 counter on Dovehawk.\nPriority populate targets:\n"},{"attributes":{"bold":true},"insert":"Sigil Angel"},{"insert":" — usually the best default.\n"},{"attributes":{"bold":true},"insert":"Archon Pegasus"},{"insert":" — particularly valuable when life total matters because the Pegasi have lifelink with Archon.\n"},{"attributes":{"bold":true},"insert":"Martial Coup Soldier / Secure the Wastes Warrior"},{"insert":" — useful when nothing larger exists.\nIf Lyra is present, copying a Sigil Angel effectively gives you another 5/5 flying lifelinker.\nDovehawk then receives another counter for the token entering.\nYou don't even have to attack. Simply move to combat, populate, and decline to declare attackers if staying politically quiet is still advantageous.\n\nOketra's Monument Card-Advantage Engines"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Oketra's Monument isn't just ramp. It creates a 1/1 Warrior whenever you cast a creature.\nThat matters enormously with your draw creatures.\nMonument + Mentor of the Meek"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Suppose you cast a creature with power 2 or less.\nOketra creates its Warrior before the creature spell resolves.\nThe Warrior triggers Mentor.\nThen the original creature enters and may trigger Mentor again.\nWith sufficient mana, one small creature spell can therefore produce "},{"attributes":{"bold":true},"insert":"two Mentor draws plus a token"},{"insert":".\nMonument + Spirited Companion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This gets even sillier.\nOketra reduces Spirited Companion's generic mana requirement.\nCast Companion.\n→ Oketra makes a 1/1 Warrior.\n→ Mentor can draw from the Warrior.\n→ Companion enters and draws a card itself.\n→ Mentor can draw from Companion.\nPotential result:\n"},{"attributes":{"bold":true},"insert":"One cheap creature spell → one token + as many as three cards."},{"insert":"\nWall of Omens produces a similar line.\nMonument + Rumor Gatherer"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Oketra's Warrior enters first.\nRumor Gatherer sees the first creature.\nThen your actual creature resolves and enters.\nRumor Gatherer sees the second creature and converts that second resolution into a card draw.\nThis is one of the deck's less obvious card-advantage engines.\n\nLifegain Web"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The goal isn't “gain as much life as possible.”\nThe goal is:\n"},{"attributes":{"bold":true},"insert":"remain safely near or above 40 without spending cards merely to gain life."},{"insert":"\nSoul Warden, Suture Priest and Authority of the Consuls make ordinary creature development incrementally beneficial.\nYour own token bursts trigger Soul Warden and Suture Priest repeatedly.\nOpponents adding creatures triggers Soul Warden and Authority, while Suture Priest can punish their creature entries.\nArchon's Pegasi have lifelink.\nLyra gives your Sigil Angels lifelink.\nFelidar Sovereign itself has lifelink.\nThe result is passive life maintenance attached to things the deck wanted to do anyway.\nThat is much stronger than dedicated “gain 8 life” cards.\n\nFINISHER 1 — Felidar Sovereign"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Felidar Sovereign wins at the beginning of your upkeep if you have at least 40 life.\nThe key is "},{"attributes":{"bold":true},"insert":"timing"},{"insert":".\nDon't cast Felidar simply because you reached six mana and have 44 life.\nDoing that tells three opponents exactly what they must remove.\nFelidar is strongest after:\none opponent has already been eliminated;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"opposing removal has been spent;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"you have protection available;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"the fort is established."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Protecting Felidar"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Guardian of Faith"},{"insert":" is particularly good here.\nFlash it in after Felidar is targeted and phase Felidar out. Guardian can phase out any number of your "},{"attributes":{"italic":true},"insert":"other"},{"insert":" creatures.\nFelidar phases back in during your next untap step—immediately before the upkeep in which it wants to trigger.\nThat's a beautiful line.\n"},{"attributes":{"bold":true},"insert":"Shielded by Faith"},{"insert":" can also move itself when a creature enters. If it's already on your battlefield when Felidar enters, its trigger can move the Aura onto Felidar and give Felidar indestructible.\n"},{"attributes":{"bold":true},"insert":"Surge of Salvation"},{"insert":" protects against targeted interaction.\n"},{"attributes":{"bold":true},"insert":"Valorous Stance"},{"insert":" can grant indestructible.\n"},{"attributes":{"bold":true},"insert":"Flickering Ward"},{"insert":" can protect against appropriately colored interaction.\nIf Vedalken Orrery eventually joins the deck, flashing Felidar during the end step immediately before your turn becomes one of the nastiest upgrades available.\n\nFINISHER 2 — Charge Across the Araba"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is the surprise kill.\nCharge is an instant:\n"},{"attributes":{"bold":true},"insert":"Return any number of Plains you control to your hand. Your creatures get +1/+1 for each Plains returned."},{"insert":"\nAnd importantly, it says "},{"attributes":{"bold":true},"insert":"Plains"},{"insert":", not “basic Plains.”\nYour basic Plains obviously count, and lands with the Plains subtype such as "},{"attributes":{"bold":true},"insert":"Idyllic Grange and Mistveil Plains"},{"insert":" also qualify.\nDamage scaling"},{"attributes":{"header":3},"insert":"\n"},{"insert":"If you attack with eight creatures and return six Plains:\n"},{"attributes":{"bold":true},"insert":"8 creatures × +6 power = 48 additional combat power."},{"insert":"\nThat's before counting their existing power.\nCharge should usually be treated as an "},{"attributes":{"bold":true},"insert":"all-in finisher"},{"insert":", not a value spell.\nBuild the board first.\nLet blockers be declared.\nThen cast Charge before combat damage.\nIf Charge doesn't produce lethal or something close to it, keeping your lands is usually preferable.\n\nFINISHER 3 — Regna's Sanction + Falconer + Scaleguard"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is probably the coolest combat kill in the deck.\nHave a reasonable creature board.\nCast "},{"attributes":{"bold":true},"insert":"Regna's Sanction"},{"insert":".\nChoose yourself as "},{"attributes":{"bold":true},"insert":"friend"},{"insert":".\nYour creatures all receive +1/+1 counters.\nChoose defending opponents as "},{"attributes":{"bold":true},"insert":"foes"},{"insert":".\nThey tap all but one untapped creature each.\nNow:\n"},{"attributes":{"bold":true},"insert":"Abzan Falconer"},{"insert":" gives creatures with +1/+1 counters flying.\nAttack with the countered army.\n"},{"attributes":{"bold":true},"insert":"Elite Scaleguard"},{"insert":" triggers for every attacking creature with a +1/+1 counter and can tap creatures controlled by the defending player.\nRegna leaves them one untapped blocker.\nScaleguard can tap it.\nThat's remarkably close to:\n"},{"attributes":{"bold":true},"insert":"Counter my army → tap your army → give mine flying → remove the last blocker → kill you."},{"insert":"\nAnd every component is useful before the combo turn.\nThat's exceptional CDT design.\n\nFINISHER 4 — Unbreakable Formation Pivot"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Unbreakable Formation is not merely protection.\nWhen used in your main phase, it puts +1/+1 counters across your army and gives additional combat benefits.\nThat turns on:\n"},{"attributes":{"bold":true},"insert":"Abzan Falconer → flying"},{"insert":"\nand\n"},{"attributes":{"bold":true},"insert":"Elite Scaleguard → tap blockers when the countered creatures attack."},{"insert":"\nSo the protection spell you've been holding all game can suddenly become the switch from Pillow Fort to alpha strike.\n\nFINISHER 5 — Angels, Pegasi and Dovehawk"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Sometimes no clever combo is necessary.\nSigil makes Angels.\nArchon makes Pegasi.\nLyra turns Angels into larger lifelink threats.\nNesting Dovehawk copies the best token every combat.\nFlickering Ward repeatedly triggers the token engines.\nSecure the Wastes adds width.\nEventually you simply possess substantially more flying power than the remaining opponents can handle.\nThe important CDT principle is that "},{"attributes":{"bold":true},"insert":"you didn't need to expose those creatures in combat while building them"},{"insert":".\n\nSecure the Wastes"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Secure serves three purposes.\nEarly emergency:\nmake blockers.\nMidgame:\ncreate a pile of bodies for lifegain triggers and later counter effects.\nLate game:\ncast it before your turn, untap, then use Regna's Sanction, Collective Effort, Unbounded Potential or another counter source to turn those bodies into an evasive army.\nIt is also excellent setup for Charge Across the Araba.\n\nProtection Hierarchy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Different protection spells answer different problems.\nGuardian of Faith"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Use against destruction, exile and many sweepers. Phasing is particularly powerful because your creatures simply aren't there while the effect resolves. Guardian itself does not phase from its own ability.\nSelfless Spirit"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Excellent against destroy effects. Sacrifice it only when enough important creatures are being saved to justify it.\nUnbreakable Formation"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Protection when necessary; offensive counter enabler when possible.\nYour Temple Is Under Attack"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Choose between team-wide indestructible and political card draw. Its second mode has you and a chosen opponent each draw two cards.\nUse the draw mode politically:\n"},{"attributes":{"bold":true},"insert":"“We're both behind. Want two cards?”"},{"insert":"\nValorous Stance"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Save one key creature or kill a large enemy creature.\nTimely Ward"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This can be cast as though it had flash when targeting a commander, making it especially useful for protecting Nils while simultaneously feeding Sigil/Archon.\nShielded by Faith"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Long-term indestructibility that can move when new creatures enter.\nComeuppance"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is not merely a Fog.\nIt prevents damage to you and your planeswalkers from sources you don't control, then punishes the sources responsible: creature damage is dealt back to the creature, while prevented noncreature damage gets dealt to that source's controller.\nThis is your:\n"},{"attributes":{"bold":true},"insert":"“Fine. Pay all those Nils and Ghostly Prison taxes and attack me anyway.”"},{"insert":"\ncard.\n\nCrystal Barricade"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Crystal Barricade does more work than its 0/4 body suggests.\nYou have hexproof, and all noncombat damage that would be dealt to your other creatures is prevented.\nThat makes it excellent against burn-based removal while simultaneously protecting you from targeted effects.\nIt also sits behind the fort as a perfectly respectable blocker.\n\nThe Wanderer"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The Wanderer overlaps with Crystal Barricade by protecting you and your permanents from noncombat damage while also functioning as removal.\nOne small rules consideration with Comeuppance: when multiple prevention effects could apply to the same damage event, be deliberate about which one handles the damage. If you want Comeuppance to punish the source, don't casually let another prevention effect eliminate that damage first.\n\nRemoval Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck should not play table police.\n"},{"attributes":{"bold":true},"insert":"Swords to Plowshares"},{"insert":" is for something that genuinely threatens your plan.\n"},{"attributes":{"bold":true},"insert":"Banishing Light / Oblivion Ring"},{"insert":" remove problematic nonland permanents while advancing the enchantment engines.\n"},{"attributes":{"bold":true},"insert":"Sheltered by Ghosts"},{"insert":" simultaneously removes a nonland permanent and upgrades one of your creatures with lifelink and ward.\n"},{"attributes":{"bold":true},"insert":"Surgical Precision"},{"insert":" is exceptionally flexible because if there is no creature with toughness 4+ that genuinely needs to die, it can simply draw a card and gain 2 life instead.\nIf an opponent's scary creature is currently attacking another opponent, ask yourself whether removing it actually helps you.\nSometimes the correct answer is:\n"},{"attributes":{"bold":true},"insert":"“That is someone else's problem.”"},{"insert":"\n\nRecursion Package"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Sun Titan is unusually good here because an enormous portion of the deck's infrastructure costs three mana or less.\nPotential recovery targets include:\nGhostly Prison\nNils, if he somehow went to the graveyard rather than the command zone\nCrystal Barricade\nContagion Clasp\nAuthority of the Consuls\nOketra's Monument\nBanishing Light\nOblivion Ring\nFlickering Ward\nRedemption Arc\nShielded by Faith\nTimely Ward\nUnquestioned Authority\nyour small draw creatures\nmana rocks\nSevinne's Reclamation does similar work for permanents with mana value 3 or less, and casting it with flashback can copy it so you recover two different permanents.\nThis gives the deck substantially more resilience than a normal mono-white Pillow Fort build.\n\nImportant Sequencing Rules"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Don't automatically use Nils on every player"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The target is optional.\nDon't become the threat unnecessarily"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Three Angels sitting behind Ghostly Prison may be enough. You don't need to attack merely because they're untapped.\nDon't waste removal on creatures hurting your opponents"},{"attributes":{"header":2},"insert":"\n"},{"insert":"That creature may be doing your job for you.\nDon't over-proliferate blindly"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Increasing an opponent's +1/+1 counters makes the creature stronger "},{"attributes":{"bold":true},"insert":"and"},{"insert":" increases Nils's tax. Make sure the tax matters more than the extra power.\nDon't use Charge casually"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Returning ten lands and failing to kill the table is a good way to transform a winning position into a losing one.\nDon't expose Felidar too early"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The moment Felidar appears while you're at 40+ life, your threat assessment changes completely.\nDon't forget that Dovehawk can populate without attacking"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Beginning of combat is sufficient.\nDon't forget that Nils triggers at END STEP"},{"attributes":{"header":2},"insert":"\n"},{"insert":"You get the whole turn to decide whom to reward and whom to tax.\n\nThe Ideal Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Turns 1–3"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Play lands, rocks and low-profile value pieces.\nWall of Omens.\nSpirited Companion.\nAuthority.\nCrystal Barricade.\nOreskos Explorer.\nAvoid looking scary.\nTurns 3–6"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Establish Nils and one fort piece.\nBegin putting counters onto creatures that are useful when pointed elsewhere.\nDeploy Advokist, Calligrapher, Ghostly Prison, Windborn Muse, Martial Impetus or Redemption Arc.\nYour goal is for each opponent to look at the board and independently conclude:\n"},{"attributes":{"bold":true},"insert":"“Attacking somebody else is easier.”"},{"insert":"\nMidgame"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Build value.\nProliferate.\nCreate tokens.\nGain incidental life.\nDraw cards.\nProtect the fort.\nLet combat happen around you.\nDo not prematurely reveal your finisher unless necessary.\nAfter the first elimination"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Reassess completely.\nCards that previously put counters on opponents now begin putting counters on "},{"attributes":{"bold":true},"insert":"your creatures"},{"insert":".\nYour board should transition from defensive infrastructure into a lethal army.\nEndgame"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Choose the line presented by the draw:\n"},{"attributes":{"bold":true},"insert":"40+ life → protect Felidar Sovereign."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Large creature board + many Plains → Charge Across the Araba."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Wide board + Regna → Falconer/Scaleguard alpha strike."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Sigil + Archon → Flickering Ward token engine."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Large Angel board → Lyra + Dovehawk."},{"insert":"\nDon't force one particular finisher.\nThe strength of Counter Offer is that opponents can't know which axis will become lethal.\n\nCombination Reference"},{"attributes":{"header":1},"insert":"\n"},{"insert":"PiecesResult"},{"attributes":{"table":"1"},"insert":"\n"},{"insert":"Nils + Orzhov Advokist"},{"attributes":{"table":"2"},"insert":"\n"},{"insert":"Opponents accept free counters and can't attack you; accumulated counters then increase future Nils taxes."},{"attributes":{"table":"2"},"insert":"\n"},{"insert":"Nils + Ghostly Prison + Windborn Muse"},{"attributes":{"table":"3"},"insert":"\n"},{"insert":"Global attack tax plus per-creature Nils tax makes attacking you extraordinarily inefficient."},{"attributes":{"table":"3"},"insert":"\n"},{"insert":"Nils + Collective Effort"},{"attributes":{"table":"4"},"insert":"\n"},{"insert":"Blanket-counter an opponent's board for taxation or your board for offense."},{"attributes":{"table":"4"},"insert":"\n"},{"insert":"Nils + Regna's Sanction"},{"attributes":{"table":"5"},"insert":"\n"},{"insert":"Make opponents' armies bigger but more expensive to attack you with."},{"attributes":{"table":"5"},"insert":"\n"},{"insert":"Nils + Unbounded Potential"},{"attributes":{"table":"6"},"insert":"\n"},{"insert":"Seed counters and proliferate them to increase taxes."},{"attributes":{"table":"6"},"insert":"\n"},{"insert":"Nils + Contagion Clasp"},{"attributes":{"table":"7"},"insert":"\n"},{"insert":"Repeatable proliferation increases counter-based taxation."},{"attributes":{"table":"7"},"insert":"\n"},{"insert":"Regna + Abzan Falconer"},{"attributes":{"table":"8"},"insert":"\n"},{"insert":"Counter your whole team and give it flying."},{"attributes":{"table":"8"},"insert":"\n"},{"insert":"Regna + Falconer + Elite Scaleguard"},{"attributes":{"table":"9"},"insert":"\n"},{"insert":"Counter/flying army while Regna and Scaleguard remove blockers."},{"attributes":{"table":"9"},"insert":"\n"},{"insert":"Unbreakable Formation + Falconer"},{"attributes":{"table":"10"},"insert":"\n"},{"insert":"Put counters across your army, immediately granting flying through Falconer."},{"attributes":{"table":"10"},"insert":"\n"},{"insert":"Unbreakable Formation + Scaleguard"},{"attributes":{"table":"11"},"insert":"\n"},{"insert":"Countered attackers tap blockers."},{"attributes":{"table":"11"},"insert":"\n"},{"insert":"Sigil + Flickering Ward"},{"attributes":{"table":"12"},"insert":"\n"},{"attributes":{"code":true},"insert":"{W}"},{"insert":" cast Ward → Angel; "},{"attributes":{"code":true},"insert":"{W}"},{"insert":" return it → repeat with available mana."},{"attributes":{"table":"12"},"insert":"\n"},{"insert":"Archon + Flickering Ward"},{"attributes":{"table":"13"},"insert":"\n"},{"insert":"Repeated Ward casts create flying lifelink Pegasi."},{"attributes":{"table":"13"},"insert":"\n"},{"insert":"Sigil + Archon + Flickering Ward"},{"attributes":{"table":"14"},"insert":"\n"},{"insert":"Every Ward cycle produces both a 4/4 Angel and 2/2 Pegasus."},{"attributes":{"table":"14"},"insert":"\n"},{"insert":"Sigil + Lyra"},{"attributes":{"table":"15"},"insert":"\n"},{"insert":"Sigil Angels become 5/5 flying lifelink creatures."},{"attributes":{"table":"15"},"insert":"\n"},{"insert":"Sigil + Dovehawk"},{"attributes":{"table":"16"},"insert":"\n"},{"insert":"Populate Angel tokens each combat."},{"attributes":{"table":"16"},"insert":"\n"},{"insert":"Archon + Dovehawk"},{"attributes":{"table":"17"},"insert":"\n"},{"insert":"Populate Pegasi; each token also grows Dovehawk."},{"attributes":{"table":"17"},"insert":"\n"},{"insert":"Oketra + Mentor"},{"attributes":{"table":"18"},"insert":"\n"},{"insert":"Creature casts make additional low-power creatures capable of triggering Mentor draws."},{"attributes":{"table":"18"},"insert":"\n"},{"insert":"Oketra + Rumor Gatherer"},{"attributes":{"table":"19"},"insert":"\n"},{"insert":"Token enters before the cast creature, quickly reaching Gatherer's second-creature draw."},{"attributes":{"table":"19"},"insert":"\n"},{"insert":"Oketra + Spirited Companion/Wall of Omens + Mentor"},{"attributes":{"table":"20"},"insert":"\n"},{"insert":"Cheap creature + Oketra token + inherent draw + potentially two Mentor triggers."},{"attributes":{"table":"20"},"insert":"\n"},{"insert":"Redemption Arc + Winds of Rath"},{"attributes":{"table":"21"},"insert":"\n"},{"insert":"Preserve a goaded enemy creature while sweeping unenchanted creatures; leave it pointed elsewhere."},{"attributes":{"table":"21"},"insert":"\n"},{"insert":"Your Aura + Winds of Rath"},{"attributes":{"table":"22"},"insert":"\n"},{"insert":"Preserve key enchanted creatures while sweeping most of the table."},{"attributes":{"table":"22"},"insert":"\n"},{"insert":"Martial Coup + Charge Across the Araba"},{"attributes":{"table":"23"},"insert":"\n"},{"insert":"Sweep the battlefield, retain a Soldier army, then later convert Plains into a huge alpha strike."},{"attributes":{"table":"23"},"insert":"\n"},{"insert":"Secure the Wastes + Charge"},{"attributes":{"table":"24"},"insert":"\n"},{"insert":"Surprise token army followed by enormous instant-speed global pump."},{"attributes":{"table":"24"},"insert":"\n"},{"insert":"Guardian of Faith + Felidar Sovereign"},{"attributes":{"table":"25"},"insert":"\n"},{"insert":"Phase Felidar out of danger; it returns during untap before your upkeep win check."},{"attributes":{"table":"25"},"insert":"\n"},{"insert":"Shielded by Faith + Felidar ETB"},{"attributes":{"table":"26"},"insert":"\n"},{"insert":"Move Shielded by Faith onto newly entered Felidar for persistent indestructibility."},{"attributes":{"table":"26"},"insert":"\n"},{"insert":"Sun Titan + low-MV fort pieces"},{"attributes":{"table":"27"},"insert":"\n"},{"insert":"Rebuild Prison, removal enchantments, rocks, counter pieces and protection after interaction."},{"attributes":{"table":"27"},"insert":"\n"},{"attributes":{"bold":true},"insert":"There is no true infinite combo in the current list."},{"insert":" These are finite engines, synergistic packages and closing sequences.\nThat is a feature rather than a flaw for this deck: Counter Offer can produce very powerful turns without becoming a deterministic combo deck.\n\nPlanned Upgrade Package"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The current buylist fits the deck's CDT unusually well.\nSkullclamp"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The highest-priority upgrade for consistency.\nYour 1/1 tokens from Oketra's Monument, Secure the Wastes and Martial Coup turn directly into cards.\nThis attacks the deck's weakest current grade: card advantage.\nBlind Obedience"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Almost ideal.\nIt slows opposing creatures and artifacts, is itself an enchantment for Sigil/Archon, and extort provides incremental drain and lifegain without needing combat.\nSphere of Safety"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A natural second layer behind Ghostly Prison and Windborn Muse.\nAs the enchantment package grows, Sphere converts the same permanents powering Sigil/Archon into another reason opponents should attack somewhere else.\nLuminarch Ascension"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Probably the most powerful—and most politically dangerous—of the four.\nYour entire game plan is designed around not taking damage, so it can turn on quickly and make evasive threats.\nThe downside is threat assessment: opponents know exactly what an active Ascension will do.\nDon't deploy it casually just because you have two mana.\nVedalken Orrery"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Still an intriguing optional upgrade.\nIts biggest application is "},{"attributes":{"bold":true},"insert":"Felidar Sovereign"},{"insert":": flash Felidar in on the end step immediately before your turn, then untap and move directly toward the upkeep trigger.\nIt also allows you to return Flickering Ward and recast it during opponents' turns, converting spare mana into Sigil/Archon tokens while keeping your own turn open.\n\nFinal Pilot Rule"},{"attributes":{"header":1},"insert":"\n"},{"insert":"When you're unsure what to do, ask:\n"},{"attributes":{"bold":true},"insert":"“Does this action make me more likely to survive while encouraging these people to hurt each other?”"},{"insert":"\nIf yes, you're probably playing Counter Offer correctly.\nIf the answer is:\n"},{"attributes":{"bold":true},"insert":"“No, but it would make me look terrifying,”"},{"insert":"\nyou may be trying to start Act II too early.\n"}]}
































































































































































