demonicattorney
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Commander
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{"ops":[{"insert":"Reach Around\n\nWhy reach deserves an attack step\n\nTadeas makes reach into an offensive keyword. He has reach and hexproof unless he is attacking. When one of my reach creatures attacks, it untaps and cannot be blocked by creatures with greater power that combat. When my creatures connect with a player, Tadeas draws cards. The deck takes creatures normally assigned to stand near the back of a board and sends them through combat lanes where the opponent’s largest blockers are legally irrelevant.\n\nThis is Selesnya toughness-and-keyword combat, not Spider typal and not ordinary go-wide. The creatures look defensive, remain available to block because they untap, and then turn a Tower Defense or toughness payoff into a very sudden kill.\n\nI like taking a keyword everybody mentally files under “occasionally blocks a Dragon” and making it the offense. Tadeas does not merely reward reach; he changes what it means. The same creatures that discourage attacks suddenly slip underneath the largest blockers, draw cards, and stand back up ready to defend. It is a wonderfully literal deck-building prompt with a wonderfully regrettable name.\n\nEstablishing the high ground\n\nI want three lands, early acceleration, and at least one cheap creature or engine that advances the reach plan. Birds, Avacyn’s Pilgrim, Delighted Halfling, Sol Ring, Arcane Signet, and Cryptolith Rite put Tadeas and the larger payoffs on schedule. Guardian Project, Kutzil, Bugenhagen, Fecund Greenshell, Ohran Frostfang, or a creature tutor makes a slower hand acceptable.\n\nThe Great Henge and Mirari’s Wake are payoffs, not permission to keep a hand that begins on turn four. The same is true of Last March of the Ents. The deck needs bodies before the cards that reward having bodies.\n\nMaking reach useful\n\nSome creatures arrive with reach; others acquire it through Spidersilk Armor, Tower Defense, Ainok Strike Leader, Gift of the Viper, keyword sharing, or another board effect. Tadeas cares about the keyword at the moment the creature attacks. His evasion then compares the attacker’s power to potential blockers’ power, which creates a counterintuitive result: small reach creatures often slip past giant blockers, while a 1/1 token may still block them. Power reduction is unnecessary; choosing the opponent without small blockers is usually easier.\n\nThe untap trigger is pseudo-vigilance and more. Saryth can make untapped creatures hexproof, so an attacker may regain protection after the trigger resolves. Ohran Frostfang and Gift of the Viper add deathtouch, making the remaining small blockers unattractive. Odric, Lunarch Marshal can spread reach, vigilance, deathtouch, trample, or other available keywords across the team. Odric, Master Tactician solves combat from the opposite direction by choosing blocks once enough creatures attack.\n\nThe toughness package gives the harmless-looking bodies a second scale. Assault Formation, Huatli, Rasaad, Baldin, Bedrock Tortoise, Sphere Grid, and Tower Defense let toughness become damage or a major combat modifier. Dusk // Dawn is unusually asymmetric: it removes many ordinary threats while sparing the low-power defensive creatures, then later returns much of the small-creature package.\n\nThe tension between low power and high toughness is what makes the deck more than keyword tribal. Tadeas often wants the attackers to remain small so the large blockers cannot touch them. The toughness payoffs want those same creatures to hit like trucks. Choosing when to turn that second system on—and which opponent still lacks a small blocker—is the puzzle.\n\nTurning defense into a win\n\nTadeas can draw once for each player damaged, so splitting attackers among opponents is often better than sending everything at the easiest target. Kutzil protects the combat step from interaction; Toski, Ohran Frostfang, and Guardian Project provide additional card flow. The deck should use that material to increase the clock rather than accumulate a perfect defensive board.\n\nThat matters because the deck can look comfortable long before it is winning. A wall of vigilant reach creatures deters attacks, and Tadeas can refill the hand, but neither is a conclusion. The pleasure is in converting that safety all at once: Tower Defense, Beastmaster Ascension, Mirari’s Wake, Akroma’s Will, or Triumph of the Hordes makes the supposedly defensive board reveal what it was built to do.\n\nTower Defense is the clean surprise when toughness is being used offensively. Beastmaster Ascension and Mirari’s Wake make the entire team serious. Akroma’s Will supplies evasion and protection. Triumph of the Hordes is the blunt alternate finish, and Last March of the Ents can turn a long defensive game into a full board without exposing the spell to countermagic.\n\nThe warning from below\n\nThe deck is much worse against token boards than against a few large creatures because Tadeas excludes only blockers with greater power. Board wipes still matter despite the vigilance-like untap, and Tadeas loses hexproof while attacking. Galadriel’s Dismissal, Heroic Intervention, Flawless Maneuver, Teferi’s Protection, Akroma’s Will, and Dragonlord Dromoka should protect the decisive turn, not merely preserve three interchangeable defenders.\n\nTeferi’s Protection and Worldly Tutor are the two Game Changers. Triumph of the Hordes is a conspicuous infect finisher and I mention it before play. There is no infinite, extra-turn loop, or hard lock. This is strong Bracket 3 combat with an odd angle of attack: the dangerous creatures may be the ones that spent the first four turns looking like excellent blockers.\n\n"}]}
Commander
Tadeas, Juniper Ascendant
Reach
Tadeas has hexproof unless it's attacking.
Whenever a creature you control with reach attacks, untap it and it can't be blocked by creatures with greater power this combat.
Whenever one or more creatures you control deal combat damage to a player, draw a card.
Tadeas has hexproof unless it's attacking.
Whenever a creature you control with reach attacks, untap it and it can't be blocked by creatures with greater power this combat.
Whenever one or more creatures you control deal combat damage to a player, draw a card.
Legendary Creature - Human Monk

Commander
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Card Advantage
Fecund Greenshell
Reach
As long as you control ten or more lands, creatures you control get +2/+2.
Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
As long as you control ten or more lands, creatures you control get +2/+2.
Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
Creature - Elemental Turtle

Card Advantage
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Engine and Synergy
Rasaad yn Bashir
Each creature you control assigns combat damage equal to its toughness rather than its power.
Whenever Rasaad yn Bashir attacks, if you have the initiative, double the toughness of each creature you control until end of turn.
Choose a Background (You can have a Background as a second commander.)
Whenever Rasaad yn Bashir attacks, if you have the initiative, double the toughness of each creature you control until end of turn.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Monk

Engine and Synergy
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Interaction
Interaction
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Lands
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Lands
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Payoffs and Finishers
Baldin, Century Herdmaster
During your turn, each creature assigns combat damage equal to its toughness rather than its power.
Whenever Baldin attacks, up to one hundred target creatures each get +0/+X until end of turn, where X is the number of cards in your hand.
Whenever Baldin attacks, up to one hundred target creatures each get +0/+X until end of turn, where X is the number of cards in your hand.
Legendary Creature - Human Warrior

Payoffs and Finishers
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Protection
Ainok Strike Leader
Whenever you attack with this creature and/or your commander, for each opponent, create a 1/1 red Goblin creature token that's tapped and attacking that player.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
Creature - Warrior Dog

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

Galadriel's Dismissal
Kicker (You may pay an additional as you cast this spell.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Kogla, the Titan Ape
When Kogla enters, it fights up to one target creature you don't control.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Legendary Creature - Ape

Odric, Lunarch Marshal
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
Legendary Creature - Human Soldier

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
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Ramp and Cost Reduction
Ramp and Cost Reduction
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Recursion
Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk

Recursion
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Selection and Tutors
Selection and Tutors
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Utility
Utility
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Reach Around\n\nWhy reach deserves an attack step\n\nTadeas makes reach into an offensive keyword. He has reach and hexproof unless he is attacking. When one of my reach creatures attacks, it untaps and cannot be blocked by creatures with greater power that combat. When my creatures connect with a player, Tadeas draws cards. The deck takes creatures normally assigned to stand near the back of a board and sends them through combat lanes where the opponent’s largest blockers are legally irrelevant.\n\nThis is Selesnya toughness-and-keyword combat, not Spider typal and not ordinary go-wide. The creatures look defensive, remain available to block because they untap, and then turn a Tower Defense or toughness payoff into a very sudden kill.\n\nI like taking a keyword everybody mentally files under “occasionally blocks a Dragon” and making it the offense. Tadeas does not merely reward reach; he changes what it means. The same creatures that discourage attacks suddenly slip underneath the largest blockers, draw cards, and stand back up ready to defend. It is a wonderfully literal deck-building prompt with a wonderfully regrettable name.\n\nEstablishing the high ground\n\nI want three lands, early acceleration, and at least one cheap creature or engine that advances the reach plan. Birds, Avacyn’s Pilgrim, Delighted Halfling, Sol Ring, Arcane Signet, and Cryptolith Rite put Tadeas and the larger payoffs on schedule. Guardian Project, Kutzil, Bugenhagen, Fecund Greenshell, Ohran Frostfang, or a creature tutor makes a slower hand acceptable.\n\nThe Great Henge and Mirari’s Wake are payoffs, not permission to keep a hand that begins on turn four. The same is true of Last March of the Ents. The deck needs bodies before the cards that reward having bodies.\n\nMaking reach useful\n\nSome creatures arrive with reach; others acquire it through Spidersilk Armor, Tower Defense, Ainok Strike Leader, Gift of the Viper, keyword sharing, or another board effect. Tadeas cares about the keyword at the moment the creature attacks. His evasion then compares the attacker’s power to potential blockers’ power, which creates a counterintuitive result: small reach creatures often slip past giant blockers, while a 1/1 token may still block them. Power reduction is unnecessary; choosing the opponent without small blockers is usually easier.\n\nThe untap trigger is pseudo-vigilance and more. Saryth can make untapped creatures hexproof, so an attacker may regain protection after the trigger resolves. Ohran Frostfang and Gift of the Viper add deathtouch, making the remaining small blockers unattractive. Odric, Lunarch Marshal can spread reach, vigilance, deathtouch, trample, or other available keywords across the team. Odric, Master Tactician solves combat from the opposite direction by choosing blocks once enough creatures attack.\n\nThe toughness package gives the harmless-looking bodies a second scale. Assault Formation, Huatli, Rasaad, Baldin, Bedrock Tortoise, Sphere Grid, and Tower Defense let toughness become damage or a major combat modifier. Dusk // Dawn is unusually asymmetric: it removes many ordinary threats while sparing the low-power defensive creatures, then later returns much of the small-creature package.\n\nThe tension between low power and high toughness is what makes the deck more than keyword tribal. Tadeas often wants the attackers to remain small so the large blockers cannot touch them. The toughness payoffs want those same creatures to hit like trucks. Choosing when to turn that second system on—and which opponent still lacks a small blocker—is the puzzle.\n\nTurning defense into a win\n\nTadeas can draw once for each player damaged, so splitting attackers among opponents is often better than sending everything at the easiest target. Kutzil protects the combat step from interaction; Toski, Ohran Frostfang, and Guardian Project provide additional card flow. The deck should use that material to increase the clock rather than accumulate a perfect defensive board.\n\nThat matters because the deck can look comfortable long before it is winning. A wall of vigilant reach creatures deters attacks, and Tadeas can refill the hand, but neither is a conclusion. The pleasure is in converting that safety all at once: Tower Defense, Beastmaster Ascension, Mirari’s Wake, Akroma’s Will, or Triumph of the Hordes makes the supposedly defensive board reveal what it was built to do.\n\nTower Defense is the clean surprise when toughness is being used offensively. Beastmaster Ascension and Mirari’s Wake make the entire team serious. Akroma’s Will supplies evasion and protection. Triumph of the Hordes is the blunt alternate finish, and Last March of the Ents can turn a long defensive game into a full board without exposing the spell to countermagic.\n\nThe warning from below\n\nThe deck is much worse against token boards than against a few large creatures because Tadeas excludes only blockers with greater power. Board wipes still matter despite the vigilance-like untap, and Tadeas loses hexproof while attacking. Galadriel’s Dismissal, Heroic Intervention, Flawless Maneuver, Teferi’s Protection, Akroma’s Will, and Dragonlord Dromoka should protect the decisive turn, not merely preserve three interchangeable defenders.\n\nTeferi’s Protection and Worldly Tutor are the two Game Changers. Triumph of the Hordes is a conspicuous infect finisher and I mention it before play. There is no infinite, extra-turn loop, or hard lock. This is strong Bracket 3 combat with an odd angle of attack: the dangerous creatures may be the ones that spent the first four turns looking like excellent blockers.\n\n"}]}











































































