erichees
228 views23 hrs ago
Commander
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{"ops":[{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I wanted to make a control deck for bracket 2, partially as an alternative to the more inherently powerful Y'shtola. After trying the twins out, I realized they're better suited for a tempo style, developing rapidly with "},{"insert":{"card-link":"Alisaie Leveilleur"}},{"insert":" and using our interaction to protect our engines and stop our opponents from going off. Our primary game plan is to go wide with token generators, with a minor go tall theme with equipment and creatures that grow over time. "},{"insert":{"card-link":"Alphinaud Leveilleur"}},{"insert":" is less central to our game plan, our other draw engines are generally more efficient but it's nice to have one in the command zone. \n\nOpening Hands & Early Sequencing"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We want to leverage "},{"insert":{"card-link":"Alisaie Leveilleur"}},{"insert":" to develop rapidly in our first few turns, ideally sticking a mana rock and one of our scaling threats. Our two main lines are:\nT1: cantrip/tap land\t| cantrip/tap land\nT2: mana rock\t\t\t\t| value 2-drop\nT3: Ali+value 3 drop\t| Ali+mana rock\n"},{"insert":{"card-link":"Tataru Taru"}},{"insert":" counts as a T2 mana rock for the purposes of double-spelling on turn 3. We don't really want to play Ali without getting value; if we keep a hand hoping to dig out a rock and whiff it's usually better to play a different 3 drop and hold Ali for T4. Since both lines contain a mana rock, that's our first priority for opening hands. We can also keep hands with no rock if we have "},{"insert":{"card-link":"Aligned Heart"}},{"insert":" or "},{"insert":{"card-link":"Cosmogrand Zenith"}},{"insert":" for turn 3 since they scale so well when dropped early.\n\nKey Cards & Interactions"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Urianger Augurelt"}},{"insert":" is strong on T2, after that hopefully you get to scry him away. It's usually correct to activate him in your upkeep, unless you know what's on top or need one of the cards he's holding.\n"},{"insert":{"card-link":"Dancer's Chakrams"}},{"insert":" is pretty much our only way to gain life. It can also add 4 commander power to the board if we have both out.\n"},{"insert":{"card-link":"Champions from Beyond"}},{"insert":" and "},{"insert":{"card-link":"Mirror Entity"}},{"insert":" are our main ways to close out a game when we have a board full of tokens, scry them to the bottom at your own risk.\n"},{"insert":{"card-link":"Frantic Search"}},{"insert":" is a bit of a load-bearing glue card. It can act as a ritual with Ali, it can also be mana positive with Ali and a cantrip. It can also trigger \"draw your second card\" at will. It's also important to remember it can \"launder\" colorless from our rocks into colored mana from our lands. Most importantly, it lets us live the dream of double-spelling on multiple players' turns in a single round.\n"},{"insert":{"card-link":"Hermes, Overseer of Elpis"}},{"insert":" is another glue guy, and he's performed better than I initially thought. He's not our ideal token generator nor does he actually get to draw cards, but we need some flying blockers and scrying 2/turn is highly valuable if we have another draw engine going (probably even better than drawing an additional card).\n"},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" only tutors for"},{"insert":{"card-link":"Champions from Beyond"}},{"insert":" .\n\nUpgrades"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The maindeck is what I own in paper, the maybeboard is essentially a wishlist. I'm prioritizing upgrading the mana, then adding "},{"insert":{"card-link":"Mischievous Mystic"}},{"insert":" and "},{"insert":{"card-link":"Station Monitor"}},{"insert":" to be more threat-dense. "},{"insert":{"card-link":"Valley Floodcaller"}},{"insert":" helps us realize the dream of double casting on each players' turn, which fully scales our 1/turn value engines.\n"}]}
Commander
Alisaie Leveilleur
Partner with Alphinaud Leveilleur (When this creature enters, target player may put Alphinaud Leveilleur into their hand from their library, then shuffle.)
First strike
Dualcast — The second spell you cast each turn costs less to cast.
First strike
Dualcast — The second spell you cast each turn costs less to cast.
Legendary Creature - Wizard Elf

Commander
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Cantrip
Cantrip
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Closers
Champions from Beyond
When this enchantment enters, create X 1/1 colorless Hero creature tokens.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
Enchantment

Closers
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Countermagic
Countermagic
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Creature Removal
Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura

Creature Removal
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Draw Engine
Blue Mage's Cane
Job select
Equipped creature gets +0/+2, is a Wizard in addition to its other types, and has "Whenever this creature attacks, exile up to one target instant or sorcery card from defending player's graveyard. If you do, copy it. You may cast the copy by paying rather than paying its mana cost."
Spirit of the Whalaqee — Equip
Equipped creature gets +0/+2, is a Wizard in addition to its other types, and has "Whenever this creature attacks, exile up to one target instant or sorcery card from defending player's graveyard. If you do, copy it. You may cast the copy by paying rather than paying its mana cost."
Spirit of the Whalaqee — Equip
Artifact - Equipment

Urianger Augurelt
Whenever you play a land from exile or cast a spell from exile, you gain 2 life.
Draw Arcanum — : Look at the top card of your library. You may exile it face down.
Play Arcanum — : Until end of turn, you may play cards exiled with Urianger Augurelt. Spells you cast this way cost less to cast.
Draw Arcanum — : Look at the top card of your library. You may exile it face down.
Play Arcanum — : Until end of turn, you may play cards exiled with Urianger Augurelt. Spells you cast this way cost less to cast.
Legendary Creature - Elf Advisor

Draw Engine
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Generic Removal
Summon: Yojimbo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
Creature Enchantment - Saga Samurai

The Legend of Yangchen
(As this Saga enters and after your draw step, add a lore counter.)
I — Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II — You may have target opponent draw three cards. If you do, draw three cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II — You may have target opponent draw three cards. If you do, draw three cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Generic Removal
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Grower
Astrologian's Planisphere
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature."
Diana — Equip
Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature."
Diana — Equip
Artifact - Equipment

Chasm Skulker
Whenever you draw a card, put a +1/+1 counter on this creature.
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
Creature - Horror Squid

Machinist's Arsenal
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +2/+2 for each artifact you control and is an Artificer in addition to its other types.
Machina — Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +2/+2 for each artifact you control and is an Artificer in addition to its other types.
Machina — Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Grower
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Land
Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Protection
Dancer's Chakrams
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types.
Krishna — Equip
Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types.
Krishna — Equip
Artifact - Equipment

Protection
(CTRL to add secondary)
Ramp
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

Tataru Taru
When Tataru Taru enters, you draw a card and target opponent may draw a card.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Legendary Creature - Advisor Dwarf

Ramp
(CTRL to add secondary)
Recursion
Spirit Water Revival
As an additional cost to cast this spell, you may waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Sorcery

Recursion
(CTRL to add secondary)
Sweeper
Sweeper
(CTRL to add secondary)
Token Generator
Aligned Heart
Flurry — Whenever you cast your second spell each turn, put a rally counter on this enchantment. Then create a 1/1 white Monk creature token with prowess for each rally counter on it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Enchantment

Token Generator
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Maybeboard
Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class

Metallurgic Summonings
Whenever you cast an instant or sorcery spell, create an X/X colorless Construct artifact creature token, where X is that spell's mana value.
, Exile this enchantment: Return all instant and sorcery cards from your graveyard to your hand. Activate only if you control six or more artifacts.
, Exile this enchantment: Return all instant and sorcery cards from your graveyard to your hand. Activate only if you control six or more artifacts.
Enchantment

The Eagles Are Coming!
Kicker (You may pay an additional as you cast this spell.)
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Instant

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I wanted to make a control deck for bracket 2, partially as an alternative to the more inherently powerful Y'shtola. After trying the twins out, I realized they're better suited for a tempo style, developing rapidly with "},{"insert":{"card-link":"Alisaie Leveilleur"}},{"insert":" and using our interaction to protect our engines and stop our opponents from going off. Our primary game plan is to go wide with token generators, with a minor go tall theme with equipment and creatures that grow over time. "},{"insert":{"card-link":"Alphinaud Leveilleur"}},{"insert":" is less central to our game plan, our other draw engines are generally more efficient but it's nice to have one in the command zone. \n\nOpening Hands & Early Sequencing"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We want to leverage "},{"insert":{"card-link":"Alisaie Leveilleur"}},{"insert":" to develop rapidly in our first few turns, ideally sticking a mana rock and one of our scaling threats. Our two main lines are:\nT1: cantrip/tap land\t| cantrip/tap land\nT2: mana rock\t\t\t\t| value 2-drop\nT3: Ali+value 3 drop\t| Ali+mana rock\n"},{"insert":{"card-link":"Tataru Taru"}},{"insert":" counts as a T2 mana rock for the purposes of double-spelling on turn 3. We don't really want to play Ali without getting value; if we keep a hand hoping to dig out a rock and whiff it's usually better to play a different 3 drop and hold Ali for T4. Since both lines contain a mana rock, that's our first priority for opening hands. We can also keep hands with no rock if we have "},{"insert":{"card-link":"Aligned Heart"}},{"insert":" or "},{"insert":{"card-link":"Cosmogrand Zenith"}},{"insert":" for turn 3 since they scale so well when dropped early.\n\nKey Cards & Interactions"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Urianger Augurelt"}},{"insert":" is strong on T2, after that hopefully you get to scry him away. It's usually correct to activate him in your upkeep, unless you know what's on top or need one of the cards he's holding.\n"},{"insert":{"card-link":"Dancer's Chakrams"}},{"insert":" is pretty much our only way to gain life. It can also add 4 commander power to the board if we have both out.\n"},{"insert":{"card-link":"Champions from Beyond"}},{"insert":" and "},{"insert":{"card-link":"Mirror Entity"}},{"insert":" are our main ways to close out a game when we have a board full of tokens, scry them to the bottom at your own risk.\n"},{"insert":{"card-link":"Frantic Search"}},{"insert":" is a bit of a load-bearing glue card. It can act as a ritual with Ali, it can also be mana positive with Ali and a cantrip. It can also trigger \"draw your second card\" at will. It's also important to remember it can \"launder\" colorless from our rocks into colored mana from our lands. Most importantly, it lets us live the dream of double-spelling on multiple players' turns in a single round.\n"},{"insert":{"card-link":"Hermes, Overseer of Elpis"}},{"insert":" is another glue guy, and he's performed better than I initially thought. He's not our ideal token generator nor does he actually get to draw cards, but we need some flying blockers and scrying 2/turn is highly valuable if we have another draw engine going (probably even better than drawing an additional card).\n"},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" only tutors for"},{"insert":{"card-link":"Champions from Beyond"}},{"insert":" .\n\nUpgrades"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The maindeck is what I own in paper, the maybeboard is essentially a wishlist. I'm prioritizing upgrading the mana, then adding "},{"insert":{"card-link":"Mischievous Mystic"}},{"insert":" and "},{"insert":{"card-link":"Station Monitor"}},{"insert":" to be more threat-dense. "},{"insert":{"card-link":"Valley Floodcaller"}},{"insert":" helps us realize the dream of double casting on each players' turn, which fully scales our 1/turn value engines.\n"}]}




















































































