247 views40 days ago
Commander
Size: 100Salt sum: 59.55
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Howlyadoin

247 views40 days ago
Commander
Size: 100Salt sum: 59.55

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{"ops":[{"insert":"This deck is part of my personal vendetta against my least favorite character from FF13. I despise this sad child so much that all I can do is spread that hate to anyone I play EDH with. With that out of the way, here's "},{"insert":{"card-link":"Hope Estheim"}},{"insert":", what he's trying to do, and what tools we're using to do it.\n\nHope's gameplan is very straightforward:\nGet Hope on the board(and keep him there)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Gain a ton of life(on your turn when possible)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Survive the chaos that ensues"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Wait until your opponents draw from empty decks"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nEasy, right? Well, there have been a LOT of cards printed that gain life and mill cards. There's also many distractions available in blue and white in the form of subthemes and generically powerful cards that might do more harm than good for your gameplan. While I doubt this list is the absolute peak optimal solution, I've put a lot of thought into it and believe it's worth sharing and discussing. I organized my cards and thoughts using the template laid out in this video and found it to be very helpful. https://www.youtube.com/watch?v=OSNV6224cHg I didn't feel like applying multiple categories, so anything that didn't fall explicitly into another category became a Plan Card and anything that fit multiple categories went to its most common use case.\n\nGame Changers - \n\nI'm not going to put too much discussion into these as they're all strong enough to be on a list of cards that determine the strength of your deck. Game Changers are good and you should want to play as many as are applicable to your deck. I avoided "},{"insert":{"card-link":"Force of Will"}},{"insert":" because I found myself not having enough blue cards when I wanted to cast it due to the amount of white cards and the lack of "},{"insert":{"card-link":"Brainstorm"}},{"insert":" effects in the deck. If you want to go down a bracket, I would keep "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" , "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" , and "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" due to their overwhelming impact on most games.\n\nPlan Cards - \n\nAs mentioned previously, these are the cards that don't fall into the other categories of Card Advantage, Ramp, Targeted Disruption, or Mass Disruption. I think it's important to outline how many cards in your deck are only there to push you from neutral to winning. Separating the cards this way also makes it easier for me to identify \"win more\" cards as they share visual space with cards that actually help you win when the game is otherwise even. I outlined the gameplan earlier so we could break down this section into its component parts.\n\nGet Hope on the board(and keep him there). These are your protection spells that keep your gameplan alive through your opponents' interaction. I like where this ratio of cards is at, but you may need to add or remove some depending on your play group's level of interactivity."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Dawn's Truce"}},{"insert":" - Of all the \"make your board indestructible\" cards I chose this one due to its low mana cost and the fact that it protects everything, not just creatures. You can also gift the card to a less threatening player in order to get more players on the board dealing with the current threat."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Flawless Maneuver"}},{"insert":" - You had me at \"free\". In all seriousness, Hope is the most important piece as the deck doesn't have very many ways to win without him. Keeping him alive is the priority."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Restoration Magic"}},{"insert":" - One thing I haven't mentioned is that all of these cards can be used offensively to push attacks through, gain more life, and possibly win the game off of the mill that turn. This card is the best for doing that since it comes packaged with 6 life on it's highest mode. You'll use it defensively 90% of the time, but the offence case is worth noting."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":" - We're tragically in the worst color for "},{"insert":{"card-link":"Commander's Plate"}},{"insert":", the Swords of X and Y give power, which shuts off some synergies in the deck, and I'd rather spend one mana for Hexproof than get Shroud from "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" , but this choice is entirely up to player preference."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Gain a ton of life(on your turn when possible). Pretty straightforward, but we're a life gain deck and gaining life is what we need to do. The important part here is that Hope only triggers on OUR end phase, so off-turn life gain doesn't forward the win condition of the deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Continuous Effects - "},{"insert":{"card-link":"Cleric Class"}},{"insert":", "},{"insert":{"card-link":"Doctor Strange, Surgeon"}},{"insert":", "},{"insert":{"card-link":"Heron of Hope"}},{"insert":", "},{"insert":{"card-link":"Rhox Faithmender"}},{"insert":", "},{"insert":{"card-link":"Alhammarret's Archive"}},{"insert":", and "},{"insert":{"card-link":"The Wind Crystal"}},{"insert":" all increase your life gain effects, quickly spiraling Hope's mill effect out of control. The key with these cards is to not be greedy. If you overplay your hand, you will trigger sweepers from other players, not to mention making yourself the target of attacks. Besides "},{"insert":{"card-link":"Cleric Class"}},{"insert":" and "},{"insert":{"card-link":"The Wind Crystal"}},{"insert":" , I wouldn't play these without a way to gain life on the board. I would also only play two doublers if you're going to win that turn. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Key note on "},{"insert":{"card-link":"Cleric Class"}},{"insert":"; do NOT level it to 2 unless you are planning to level it to 3 within one turn or you absolutely need to power to finish the game this turn. The counter effect is not optional and will kill synergies within the deck. A lot of your cards will be worse with this level active, so you want it to stay at level one for as long as possible. This is also why I don't run "},{"insert":{"card-link":"Leyline of Hope"}},{"insert":". "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Spirit Loop"}},{"insert":" - This ability stacks with Lifelink since it's not the actual keyword, and the enchantment doesn't die unless it's countered, discarded, or exiled."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Beacon of Immortality"}},{"insert":" - While the high casting cost and requirement that you already have a bunch of life may make this look like a \"win more\" card, it's actually a \"win now\" card. With Hope and any effect doubler on the field, you should win the game at the end phase after casting this card."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Angel of Destiny"}},{"insert":" - Another card that signals the end of the game coming up fast. She also represents one of the few ways to win without Hope on the board. Take note that her \"lose the game\" effect only needs her to attack, not to hit or deal damage to a player. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sun Droplet"}},{"insert":" - The most criminally underrated life gain card in this whole format. This card eventually erases all damage dealt to you and the effect gets completely out of hand with any life gain increaser on the board. Remember the trigger happens on each player's upkeep and it gets a counter for each damage, regardless of where it came from. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Claws of Gix"}},{"insert":" - This should go in the next section, but it does technically gain life, so I'll go ahead and put it here. This card is primarily used to avoid having your permanents get exiled or stolen, but it can be used after declare blockers for incidental value and during your turn if you're trying to push for game."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Survive the chaos that ensues - A harsh reality of any mill deck is that we are giving our opponents extra resources on our way to winning the game. As a lifegain deck, we're also likely to be the main attack target due to the perceived fairness of attacking the player with the most life. With this in mind, not only do we need ways to survive the onslaught, but we also have a responsibility to the table to have interaction with the graveyards since we're the ones filling them up. We don't want to be a kingmaker. The goal of this deck is to win, specifically by making all of our opponents lose. This section includes all of our protection, interaction, and life gain cards. But two of those have already been listed and one is in a later section. I'll do a general gameplay writeup at the end, but wanted to highlight this part of the strategy here."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Wait until your opponents draw from empty decks - This might sound like a passive plan, but there are several cards that help our opponents draw their last pathetic cards a little more quickly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" - The main reason we want to avoid extra power when possible. Not only does this give evasion to all of our unmodified creatures, but doubles the triggers of almost every creature in the deck, most notably "},{"insert":{"card-link":"Hope Estheim"}},{"insert":". Important to note that lifelink is a triggered ability, but continuous effects are not. Also, any ability that says \"this only triggers once per turn\" overrules "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" since they specifically say the ability triggers again. "},{"insert":{"card-link":"Welcoming Vampire"}},{"insert":" and "},{"insert":{"card-link":"Enduring Innocence"}},{"insert":" will NOT trigger twice. On that note, this card will trigger the beginning of combat ability from "},{"insert":{"card-link":"Doctor Strange, Surgeon"}},{"insert":" twice since he will have 2 power when the ability initially triggers."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Wizard's Staff"}},{"insert":" - "},{"insert":{"card-link":"Hope Estheim"}},{"insert":" is a wizard, as it turns out. Everything I said before about doubling triggers, with the additional note that prowess will also trigger twice, so be sure to calculate power correctly. "},{"insert":{"card-link":"Wizard's Staff"}},{"insert":" and "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" do not work together very well, but you should only need one of them on the board to win the game. I would not play both at the same time unless it guaranteed a win that turn. You can wait to equip staff until after you've cast all your non-creature spells that turn to avoid the power gain and still get the double trigger since "},{"insert":{"card-link":"Hope Estheim"}},{"insert":" triggers at the end of turn."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Excalibur II"}},{"insert":" - The purpose of this card is to make some lifelinker(preferably Hope) have 11+ attack so you can gain a ton of life, subsequently milling your opponent for a ton of cards. While this creates the synergy problems I mentioned earlier with "},{"insert":{"card-link":"Cleric Class"}},{"insert":", the payoff here is much higher than a few +1/+1 counters. Play this as soon as you get it, but don't equip it until it's big enough to matter. Represents a non-mill win condition in the form of commander damage with "},{"insert":{"card-link":"Hope Estheim"}},{"insert":" or just damage with anyone else."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"The Water Crystal"}},{"insert":" - The last way to win without the commander in play. Extremely effective early when you're not gaining much life, but would like to start the clock. Probably the worst ramp piece in the deck due to the ratio of white and blue cards, but +4 mill on a card with any other effects is good enough for me. Sometimes it's nice to just pay 6 and mill 11."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Tutors - Anything that searches cards is helping you win, or at least it should be."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\nMass Disruption - \n\nAs mentioned in part 3 of our plan, we have to stay alive and interrupt graveyard shenanigans if we actually want to win instead of simply fueling the person with the most reanimation or cards with flashback to an overwhelming victory. Most of these cards are pretty familiar and one-dimensional, so I won't go into too much detail.\n\n\nOne-sided sweepers - "},{"insert":{"card-link":"Ajani, Strength of the Pride"}},{"insert":", "},{"insert":{"card-link":"Dusk // Dawn"}},{"insert":", "},{"insert":{"card-link":"The Battle of Bywater"}},{"insert":", and "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" all serve to reset our opponents' boards while leaving ours alone. This counts as both mass disruption and card advantage since we keep our cards and usually get to attack afterwards, triggering lifelink and getting those mills."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Prisons - "},{"insert":{"card-link":"Ghostly Prison"}},{"insert":" and "},{"insert":{"card-link":"Propaganda"}},{"insert":" stop us from dying to swarms. It also messes with Goad abusers since technically the opponent is unable to attack us if they choose not to pay the cost, allowing the goaded creature to go at someone else. DO NOT PLAY BOTH AT THE SAME TIME. Save one in hand unless the cost difference stops you from dying this turn cycle."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Meekstone"}},{"insert":" - An incredibly powerful card with equally incredible misplay potential. Understand, this card will paint a target on you that will not wear off until someone else tries to win the game. Do not play this card until it is keeping something locked down. Preferably whatever you lock down is enough of a threat that the rest of the table is willing to tolerate their things staying tapped until it's dealt with permanently. To be very clear, if you play "},{"insert":{"card-link":"Meekstone"}},{"insert":" pre-emptively, you will almost always lose the game due to becoming everyone's target for the rest of the game."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" - More impactful than just another protection piece. This can negate a combat, flip an opponent's sweeper against them, and cause big spells to fizzle with no target."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Graveyard Hate - "},{"insert":{"card-link":"Containment Priest"}},{"insert":", "},{"insert":{"card-link":"Sanctifier en-Vec"}},{"insert":", and "},{"insert":{"card-link":"Scavenger Grounds"}},{"insert":" all give us ways to deal with opposing graveyards as we fill them up on the way to winning. "},{"insert":{"card-link":"Containment Priest"}},{"insert":" has extra value against blink decks and "},{"insert":{"card-link":"Sanctifier en-Vec"}},{"insert":" can block red and black commanders to keep us out of danger."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nTargeted Disruption - \n\nCounter magic - "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":", "},{"insert":{"card-link":"Mana Drain"}},{"insert":", "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":", "},{"insert":{"card-link":"Swan Song"}},{"insert":", and technically "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" are there to stop cards that are too powerful to come off the stack. They key to using counter magic in commander is to properly evaluate your targets. Does this make you lose? Does it make your opponent win? Do you have another answer before it does either of those things? If you answered \"yes\" to one of the first two questions and \"no\" to the last one, fire off the counterspell."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" can be used to find a lot of good targets, so really consider the above when deciding to counter with it."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":" Creature Removal - "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" and "},{"insert":{"card-link":"Path to Exile"}},{"insert":" are probably best used on commanders since their damage isn't something you can heal away, but can also be pointed at creatures you really never want to see again."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Artifact/Enchantment Removal - "},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" and "},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Land Disruption - "},{"insert":{"card-link":"Strip Mine"}},{"insert":" Able to be used again with "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" if too many threatening lands are running around. I would not use this to oppress people's mana bases as they will hard target you for it. Just answer consensus threats with it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nRamp - \n\n"},{"insert":{"card-link":"Pristine Talisman"}},{"insert":" goes crazy with a life gain increaser on the board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Talisman of Progress"}},{"insert":" will trigger "},{"insert":{"card-link":"Sun Droplet"}},{"insert":" which can be helpful if other players aren't attacking you."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" is not exactly a ramp card, but I put it here because it lets you play a land every turn if you've played a fetch this game. You can also use "},{"insert":{"card-link":"Claws of Gix"}},{"insert":" to recur \"enters play\" effects of your lands like "},{"insert":{"card-link":"Meticulous Archive"}},{"insert":" and "},{"insert":{"card-link":"Kabira Crossroads"}},{"insert":". With even just "},{"insert":{"card-link":"Cleric Class"}},{"insert":", using "},{"insert":{"card-link":"Claws of Gix"}},{"insert":" to recycle "},{"insert":{"card-link":"Kabira Crossroads"}},{"insert":" is worth 5 life for just one mana and a land drop you weren't using anyways. Don't sleep on it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\nLands(40 with MDFC) - \n\nAny lower and I found myself not having the resources to compete at every stage of the game. I really wouldn't push this number lower unless you have absolutely have to as your modal lands are very strong if you don't need the land drops. This is easily the most flexible section based on player preference and budget, so as long as it produces blue and/or white, or does something very important, you can probably sub it for any of these. \n\n\nWork in progress. Writeup to come later.\n\n"}]}
Hope Estheim
Lifelink
At the beginning of your end step, each opponent mills X cards, where X is the amount of life you gained this turn.
Legendary Creature - Human Wizard
Hope Estheim (fin) 396

Commander

(Ctrl to add secondary)
Alhammarret's Archive
If you would gain life, you gain twice that much life instead.
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Legendary Artifact
Alhammarret's Archive (c21) 233
Archivist of Oghma
Flash
Whenever an opponent searches their library, you gain 1 life and draw a card.
Creature - Cleric Halfling
Archivist of Oghma (clb) 553
Dawn of Hope
Whenever you gain life, you may pay
. If you do, draw a card.
: Create a 1/1 white Soldier creature token with lifelink.
Enchantment
Dawn of Hope (pgrn) 8p
Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer
Enduring Innocence (dsk) 368
Mangara, the Diplomat
Lifelink
Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card.
Whenever an opponent casts their second spell each turn, draw a card.
Legendary Creature - Human Cleric
Mangara, the Diplomat (soc) 155
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (jmp) 169
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.)
Sorcery
Sevinne's Reclamation (dmr) 273
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.
Legendary Artifact
The One Ring (ltr) 380
Welcoming Vampire
Flying
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
Creature - Vampire
Welcoming Vampire (tdc) 140
Well of Lost Dreams
Whenever you gain life, you may pay
, where X is less than or equal to the amount of life you gained. If you do, draw X cards.
Artifact
Well of Lost Dreams (brr) 62

Card Advantage

(Ctrl to add secondary)
Academy Ruins
: Add
.
,
: Put target artifact card from your graveyard on top of your library.
Legendary Land
Academy Ruins (tsp) 269
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (10e) 347
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mh2) 436
Calciform Pools
: Add
.
,
: Put a storage counter on this land.
, Remove X storage counters from this land: Add X mana in any combination of
and/or
.
Land
Calciform Pools (tsr) 275
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (mma) 221
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (brc) 178
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (who) 488
Eiganjo Castle
: Add
.
,
: Prevent the next 2 damage that would be dealt to target legendary creature this turn.
Legendary Land
Eiganjo Castle (plst) CHK-275
Eiganjo, Seat of the Empire
: Add
.
Channel —
, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Eiganjo, Seat of the Empire (neo) 268
Escape Tunnel
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
, Sacrifice this land: Target creature with power 2 or less can't be blocked this turn.
Land
Escape Tunnel (tmt) 184
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (ons) 316
Hall of Heliod's Generosity
: Add
.
,
: Put target enchantment card from your graveyard on top of your library.
Legendary Land
Hall of Heliod's Generosity (dsc) 283
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (dis) 174
Ishgard, the Holy See
This land enters tapped.
: Add
.
Land - Town
Ishgard, the Holy See // Faith & Grief (fin) 310
Island
(
: Add
.)
Basic Land - Island
Island (fin) 298
Jidoor, Aristocratic Capital
This land enters tapped.
: Add
.
Land - Town
Jidoor, Aristocratic Capital // Overture (fin) 311
Kabira Crossroads
This land enters tapped.
When this land enters, you gain 2 life.
: Add
.
Land
Kabira Crossroads (j25) 768
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 437
Meticulous Archive
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Island
Meticulous Archive (mkm) 264
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 438
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (tsr) 408
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 414
Plains
(
: Add
.)
Basic Land - Plains
Plains (fin) 294
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (ons) 321
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (brc) 193
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 439
Scavenger Grounds
: Add
.
,
, Sacrifice a Desert: Exile all graveyards.
Land - Desert
Scavenger Grounds (msc) 263
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (clb) 605
Strip Mine
: Add
.
, Sacrifice this land: Destroy target land.
Land
Strip Mine (me4) 252
Tundra
(
: Add
or
.)
Land - Plains Island
Tundra (30a) 577
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains "
: Add
."
II — This Saga gains "
,
: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost
or
, put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's
Urza's Saga (mh2) 380
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (ons) 328

Land

(Ctrl to add secondary)
Ajani, Strength of the Pride
+1: You gain life equal to the number of creatures you control plus the number of planeswalkers you control.
−2: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
0: If you have at least 15 life more than your starting life total, exile Ajani and each artifact and creature your opponents control.
Legendary Planeswalker - Ajani
Ajani, Strength of the Pride (j22) 141
Containment Priest
Flash
If a nontoken creature would enter and it wasn't cast, exile it instead.
Creature - Human Cleric
Containment Priest (tsr) 292
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (sld) 1869
Dusk
Destroy all creatures with power 3 or greater.
Sorcery
Dusk // Dawn (drc) 65
Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (chk) 10
Meekstone
Creatures with power 3 or greater don't untap during their controllers' untap steps.
Artifact
Meekstone (30a) 554
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (clb) 730
Sanctifier en-Vec
Protection from black and from red
When this creature enters, exile all cards that are black or red from all graveyards.
If a black or red permanent, spell, or card not on the battlefield would be put into a graveyard, exile it instead.
Creature - Human Cleric
Sanctifier en-Vec (mh2) 27
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.
Instant
Teferi's Protection (2x2) 32
The Battle of Bywater
Destroy all creatures with power 3 or greater. Then create a Food token for each creature you control. (It's an artifact with "
,
, Sacrifice this token: You gain 3 life.")
Sorcery
The Battle of Bywater (ltr) 346

Mass Disruption

(Ctrl to add secondary)
Angel of Destiny
Flying, double strike
Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.
At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.
Creature - Cleric Angel
Angel of Destiny (znr) 314
Beacon of Immortality
Double target player's life total. Shuffle Beacon of Immortality into its owner's library.
Instant
Beacon of Immortality (5dn) 6
Claws of Gix
, Sacrifice a permanent: You gain 1 life.
Artifact
Claws of Gix (usg) 290
Cleric Class
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
Enchantment - Class
Cleric Class (afr) 6
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant
Dawn's Truce (blb) 9
Delney, Streetwise Lookout
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.
If a triggered ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
Legendary Creature - Human Scout
Delney, Streetwise Lookout (mkm) 12
Doctor Strange, Surgeon
Lifelink
If you would gain life, you gain twice that much life instead.
At the beginning of each combat, if you have at least 10 life more than your starting life total, creatures you control get +2/+2 and gain vigilance until end of turn.
Legendary Creature - Human Hero Doctor
Doctor Strange, Surgeon (msc) 591
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 263
Excalibur II
Whenever you gain life, put a charge counter on Excalibur II.
Equipped creature gets +1/+1 for each charge counter on Excalibur II.
Equip
Legendary Artifact - Equipment
Excalibur II (fin) 257
Fabricate
Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
Sorcery
Fabricate (mrd) 35
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 24
Heron of Hope
Flying
If you would gain life, you gain that much life plus 1 instead.
: This creature gains lifelink until end of turn.
Creature - Bird
Heron of Hope (vow) 18
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (dmr) 289
Recruiter of the Guard
When this creature enters, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Soldier
Recruiter of the Guard (mh3) 395
Restoration Magic
Tiered (Choose one additional cost.)
• Cure —
— Target permanent gains hexproof and indestructible until end of turn.
• Cura —
— Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga —
— Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant
Restoration Magic (fin) 30
Rhox Faithmender
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
If you would gain life, you gain twice that much life instead.
Creature - Monk Rhino
Rhox Faithmender (tdc) 128
Spirit Loop
Enchant creature you control
Whenever enchanted creature deals damage, you gain that much life.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Enchantment - Aura
Spirit Loop (tsp) 42
Sun Droplet
Whenever you're dealt damage, put that many charge counters on this artifact.
At the beginning of each upkeep, you may remove a charge counter from this artifact. If you do, you gain 1 life.
Artifact
Sun Droplet (mrd) 249
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.)
Artifact - Equipment
Swiftfoot Boots (brr) 121
Transit Mage
When this creature enters, you may search your library for an artifact card with mana value 4 or 5, reveal it, put it into your hand, then shuffle.
Creature - Human Wizard
Transit Mage (dft) 70
Trinket Mage
When this creature enters, you may search your library for an artifact card with mana value 1 or less, reveal that card, put it into your hand, then shuffle.
Creature - Human Wizard
Trinket Mage (tsr) 320
Wizard's Staff
Equipped creature has prowess. (Whenever its controller casts a noncreature spell, that creature gets +1/+1 until end of turn.)
If a triggered ability of equipped creature triggers, that ability triggers an additional time.
Equip Wizard

Equip
Artifact - Equipment
Wizard's Staff (hob) 294

Plan Cards

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (sld) 589
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (sld) 286
Crucible of Worlds
You may play lands from your graveyard.
Artifact
Crucible of Worlds (10e) 319
Pristine Talisman
: Add
. You gain 1 life.
Artifact
Pristine Talisman (brr) 43
Smothering Tithe
Whenever an opponent draws a card, that player may pay
. If the player doesn't, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Smothering Tithe (cmm) 57
Sol Ring
: Add
.
Artifact
Sol Ring (brc) 160
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (sld) 1052
The Water Crystal
Blue spells you cast cost
less to cast.
If an opponent would mill one or more cards, they mill that many cards plus four instead.
,
: Each opponent mills cards equal to the number of cards in your hand.
Legendary Artifact
The Water Crystal (fin) 85
The Wind Crystal
White spells you cast cost
less to cast.
If you would gain life, you gain twice that much life instead.
,
: Creatures you control gain flying and lifelink until end of turn.
Legendary Artifact
The Wind Crystal (fin) 43
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (brc) 167

Ramp

(Ctrl to add secondary)
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (cmm) 94
Loran of the Third Path
Vigilance
When Loran enters, destroy up to one target artifact or enchantment.
: You and target opponent each draw a card.
Legendary Creature - Human Artificer
Loran of the Third Path (bro) 304
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (cmr) 637
Muddle the Mixture
Counter target instant or sorcery spell.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Muddle the Mixture (rvr) 315
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (blc) 147
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (ltc) 197
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (cmr) 627
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239

Targeted Disruption

(Ctrl to add secondary)

Deck Info

Deck stats

44 pips - 34 cards
23 mana - 23 cards
21 pips - 16 cards
22 mana - 22 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
13 mana - 12 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"This deck is part of my personal vendetta against my least favorite character from FF13. I despise this sad child so much that all I can do is spread that hate to anyone I play EDH with. With that out of the way, here's "},{"insert":{"card-link":"Hope Estheim"}},{"insert":", what he's trying to do, and what tools we're using to do it.\n\nHope's gameplan is very straightforward:\nGet Hope on the board(and keep him there)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Gain a ton of life(on your turn when possible)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Survive the chaos that ensues"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Wait until your opponents draw from empty decks"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nEasy, right? Well, there have been a LOT of cards printed that gain life and mill cards. There's also many distractions available in blue and white in the form of subthemes and generically powerful cards that might do more harm than good for your gameplan. While I doubt this list is the absolute peak optimal solution, I've put a lot of thought into it and believe it's worth sharing and discussing. I organized my cards and thoughts using the template laid out in this video and found it to be very helpful. https://www.youtube.com/watch?v=OSNV6224cHg I didn't feel like applying multiple categories, so anything that didn't fall explicitly into another category became a Plan Card and anything that fit multiple categories went to its most common use case.\n\nGame Changers - \n\nI'm not going to put too much discussion into these as they're all strong enough to be on a list of cards that determine the strength of your deck. Game Changers are good and you should want to play as many as are applicable to your deck. I avoided "},{"insert":{"card-link":"Force of Will"}},{"insert":" because I found myself not having enough blue cards when I wanted to cast it due to the amount of white cards and the lack of "},{"insert":{"card-link":"Brainstorm"}},{"insert":" effects in the deck. If you want to go down a bracket, I would keep "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" , "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" , and "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" due to their overwhelming impact on most games.\n\nPlan Cards - \n\nAs mentioned previously, these are the cards that don't fall into the other categories of Card Advantage, Ramp, Targeted Disruption, or Mass Disruption. I think it's important to outline how many cards in your deck are only there to push you from neutral to winning. Separating the cards this way also makes it easier for me to identify \"win more\" cards as they share visual space with cards that actually help you win when the game is otherwise even. I outlined the gameplan earlier so we could break down this section into its component parts.\n\nGet Hope on the board(and keep him there). These are your protection spells that keep your gameplan alive through your opponents' interaction. I like where this ratio of cards is at, but you may need to add or remove some depending on your play group's level of interactivity."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Dawn's Truce"}},{"insert":" - Of all the \"make your board indestructible\" cards I chose this one due to its low mana cost and the fact that it protects everything, not just creatures. You can also gift the card to a less threatening player in order to get more players on the board dealing with the current threat."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Flawless Maneuver"}},{"insert":" - You had me at \"free\". In all seriousness, Hope is the most important piece as the deck doesn't have very many ways to win without him. Keeping him alive is the priority."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Restoration Magic"}},{"insert":" - One thing I haven't mentioned is that all of these cards can be used offensively to push attacks through, gain more life, and possibly win the game off of the mill that turn. This card is the best for doing that since it comes packaged with 6 life on it's highest mode. You'll use it defensively 90% of the time, but the offence case is worth noting."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":" - We're tragically in the worst color for "},{"insert":{"card-link":"Commander's Plate"}},{"insert":", the Swords of X and Y give power, which shuts off some synergies in the deck, and I'd rather spend one mana for Hexproof than get Shroud from "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" , but this choice is entirely up to player preference."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Gain a ton of life(on your turn when possible). Pretty straightforward, but we're a life gain deck and gaining life is what we need to do. The important part here is that Hope only triggers on OUR end phase, so off-turn life gain doesn't forward the win condition of the deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Continuous Effects - "},{"insert":{"card-link":"Cleric Class"}},{"insert":", "},{"insert":{"card-link":"Doctor Strange, Surgeon"}},{"insert":", "},{"insert":{"card-link":"Heron of Hope"}},{"insert":", "},{"insert":{"card-link":"Rhox Faithmender"}},{"insert":", "},{"insert":{"card-link":"Alhammarret's Archive"}},{"insert":", and "},{"insert":{"card-link":"The Wind Crystal"}},{"insert":" all increase your life gain effects, quickly spiraling Hope's mill effect out of control. The key with these cards is to not be greedy. If you overplay your hand, you will trigger sweepers from other players, not to mention making yourself the target of attacks. Besides "},{"insert":{"card-link":"Cleric Class"}},{"insert":" and "},{"insert":{"card-link":"The Wind Crystal"}},{"insert":" , I wouldn't play these without a way to gain life on the board. I would also only play two doublers if you're going to win that turn. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Key note on "},{"insert":{"card-link":"Cleric Class"}},{"insert":"; do NOT level it to 2 unless you are planning to level it to 3 within one turn or you absolutely need to power to finish the game this turn. The counter effect is not optional and will kill synergies within the deck. A lot of your cards will be worse with this level active, so you want it to stay at level one for as long as possible. This is also why I don't run "},{"insert":{"card-link":"Leyline of Hope"}},{"insert":". "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Spirit Loop"}},{"insert":" - This ability stacks with Lifelink since it's not the actual keyword, and the enchantment doesn't die unless it's countered, discarded, or exiled."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Beacon of Immortality"}},{"insert":" - While the high casting cost and requirement that you already have a bunch of life may make this look like a \"win more\" card, it's actually a \"win now\" card. With Hope and any effect doubler on the field, you should win the game at the end phase after casting this card."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Angel of Destiny"}},{"insert":" - Another card that signals the end of the game coming up fast. She also represents one of the few ways to win without Hope on the board. Take note that her \"lose the game\" effect only needs her to attack, not to hit or deal damage to a player. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sun Droplet"}},{"insert":" - The most criminally underrated life gain card in this whole format. This card eventually erases all damage dealt to you and the effect gets completely out of hand with any life gain increaser on the board. Remember the trigger happens on each player's upkeep and it gets a counter for each damage, regardless of where it came from. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Claws of Gix"}},{"insert":" - This should go in the next section, but it does technically gain life, so I'll go ahead and put it here. This card is primarily used to avoid having your permanents get exiled or stolen, but it can be used after declare blockers for incidental value and during your turn if you're trying to push for game."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Survive the chaos that ensues - A harsh reality of any mill deck is that we are giving our opponents extra resources on our way to winning the game. As a lifegain deck, we're also likely to be the main attack target due to the perceived fairness of attacking the player with the most life. With this in mind, not only do we need ways to survive the onslaught, but we also have a responsibility to the table to have interaction with the graveyards since we're the ones filling them up. We don't want to be a kingmaker. The goal of this deck is to win, specifically by making all of our opponents lose. This section includes all of our protection, interaction, and life gain cards. But two of those have already been listed and one is in a later section. I'll do a general gameplay writeup at the end, but wanted to highlight this part of the strategy here."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Wait until your opponents draw from empty decks - This might sound like a passive plan, but there are several cards that help our opponents draw their last pathetic cards a little more quickly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" - The main reason we want to avoid extra power when possible. Not only does this give evasion to all of our unmodified creatures, but doubles the triggers of almost every creature in the deck, most notably "},{"insert":{"card-link":"Hope Estheim"}},{"insert":". Important to note that lifelink is a triggered ability, but continuous effects are not. Also, any ability that says \"this only triggers once per turn\" overrules "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" since they specifically say the ability triggers again. "},{"insert":{"card-link":"Welcoming Vampire"}},{"insert":" and "},{"insert":{"card-link":"Enduring Innocence"}},{"insert":" will NOT trigger twice. On that note, this card will trigger the beginning of combat ability from "},{"insert":{"card-link":"Doctor Strange, Surgeon"}},{"insert":" twice since he will have 2 power when the ability initially triggers."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Wizard's Staff"}},{"insert":" - "},{"insert":{"card-link":"Hope Estheim"}},{"insert":" is a wizard, as it turns out. Everything I said before about doubling triggers, with the additional note that prowess will also trigger twice, so be sure to calculate power correctly. "},{"insert":{"card-link":"Wizard's Staff"}},{"insert":" and "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" do not work together very well, but you should only need one of them on the board to win the game. I would not play both at the same time unless it guaranteed a win that turn. You can wait to equip staff until after you've cast all your non-creature spells that turn to avoid the power gain and still get the double trigger since "},{"insert":{"card-link":"Hope Estheim"}},{"insert":" triggers at the end of turn."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Excalibur II"}},{"insert":" - The purpose of this card is to make some lifelinker(preferably Hope) have 11+ attack so you can gain a ton of life, subsequently milling your opponent for a ton of cards. While this creates the synergy problems I mentioned earlier with "},{"insert":{"card-link":"Cleric Class"}},{"insert":", the payoff here is much higher than a few +1/+1 counters. Play this as soon as you get it, but don't equip it until it's big enough to matter. Represents a non-mill win condition in the form of commander damage with "},{"insert":{"card-link":"Hope Estheim"}},{"insert":" or just damage with anyone else."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"The Water Crystal"}},{"insert":" - The last way to win without the commander in play. Extremely effective early when you're not gaining much life, but would like to start the clock. Probably the worst ramp piece in the deck due to the ratio of white and blue cards, but +4 mill on a card with any other effects is good enough for me. Sometimes it's nice to just pay 6 and mill 11."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Tutors - Anything that searches cards is helping you win, or at least it should be."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\nMass Disruption - \n\nAs mentioned in part 3 of our plan, we have to stay alive and interrupt graveyard shenanigans if we actually want to win instead of simply fueling the person with the most reanimation or cards with flashback to an overwhelming victory. Most of these cards are pretty familiar and one-dimensional, so I won't go into too much detail.\n\n\nOne-sided sweepers - "},{"insert":{"card-link":"Ajani, Strength of the Pride"}},{"insert":", "},{"insert":{"card-link":"Dusk // Dawn"}},{"insert":", "},{"insert":{"card-link":"The Battle of Bywater"}},{"insert":", and "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" all serve to reset our opponents' boards while leaving ours alone. This counts as both mass disruption and card advantage since we keep our cards and usually get to attack afterwards, triggering lifelink and getting those mills."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Prisons - "},{"insert":{"card-link":"Ghostly Prison"}},{"insert":" and "},{"insert":{"card-link":"Propaganda"}},{"insert":" stop us from dying to swarms. It also messes with Goad abusers since technically the opponent is unable to attack us if they choose not to pay the cost, allowing the goaded creature to go at someone else. DO NOT PLAY BOTH AT THE SAME TIME. Save one in hand unless the cost difference stops you from dying this turn cycle."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Meekstone"}},{"insert":" - An incredibly powerful card with equally incredible misplay potential. Understand, this card will paint a target on you that will not wear off until someone else tries to win the game. Do not play this card until it is keeping something locked down. Preferably whatever you lock down is enough of a threat that the rest of the table is willing to tolerate their things staying tapped until it's dealt with permanently. To be very clear, if you play "},{"insert":{"card-link":"Meekstone"}},{"insert":" pre-emptively, you will almost always lose the game due to becoming everyone's target for the rest of the game."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" - More impactful than just another protection piece. This can negate a combat, flip an opponent's sweeper against them, and cause big spells to fizzle with no target."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Graveyard Hate - "},{"insert":{"card-link":"Containment Priest"}},{"insert":", "},{"insert":{"card-link":"Sanctifier en-Vec"}},{"insert":", and "},{"insert":{"card-link":"Scavenger Grounds"}},{"insert":" all give us ways to deal with opposing graveyards as we fill them up on the way to winning. "},{"insert":{"card-link":"Containment Priest"}},{"insert":" has extra value against blink decks and "},{"insert":{"card-link":"Sanctifier en-Vec"}},{"insert":" can block red and black commanders to keep us out of danger."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nTargeted Disruption - \n\nCounter magic - "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":", "},{"insert":{"card-link":"Mana Drain"}},{"insert":", "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":", "},{"insert":{"card-link":"Swan Song"}},{"insert":", and technically "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" are there to stop cards that are too powerful to come off the stack. They key to using counter magic in commander is to properly evaluate your targets. Does this make you lose? Does it make your opponent win? Do you have another answer before it does either of those things? If you answered \"yes\" to one of the first two questions and \"no\" to the last one, fire off the counterspell."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" can be used to find a lot of good targets, so really consider the above when deciding to counter with it."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":" Creature Removal - "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" and "},{"insert":{"card-link":"Path to Exile"}},{"insert":" are probably best used on commanders since their damage isn't something you can heal away, but can also be pointed at creatures you really never want to see again."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Artifact/Enchantment Removal - "},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" and "},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Land Disruption - "},{"insert":{"card-link":"Strip Mine"}},{"insert":" Able to be used again with "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" if too many threatening lands are running around. I would not use this to oppress people's mana bases as they will hard target you for it. Just answer consensus threats with it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nRamp - \n\n"},{"insert":{"card-link":"Pristine Talisman"}},{"insert":" goes crazy with a life gain increaser on the board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Talisman of Progress"}},{"insert":" will trigger "},{"insert":{"card-link":"Sun Droplet"}},{"insert":" which can be helpful if other players aren't attacking you."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" is not exactly a ramp card, but I put it here because it lets you play a land every turn if you've played a fetch this game. You can also use "},{"insert":{"card-link":"Claws of Gix"}},{"insert":" to recur \"enters play\" effects of your lands like "},{"insert":{"card-link":"Meticulous Archive"}},{"insert":" and "},{"insert":{"card-link":"Kabira Crossroads"}},{"insert":". With even just "},{"insert":{"card-link":"Cleric Class"}},{"insert":", using "},{"insert":{"card-link":"Claws of Gix"}},{"insert":" to recycle "},{"insert":{"card-link":"Kabira Crossroads"}},{"insert":" is worth 5 life for just one mana and a land drop you weren't using anyways. Don't sleep on it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\nLands(40 with MDFC) - \n\nAny lower and I found myself not having the resources to compete at every stage of the game. I really wouldn't push this number lower unless you have absolutely have to as your modal lands are very strong if you don't need the land drops. This is easily the most flexible section based on player preference and budget, so as long as it produces blue and/or white, or does something very important, you can probably sub it for any of these. \n\n\nWork in progress. Writeup to come later.\n\n"}]}
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