117 views8 days ago
Commander
Size: 100Salt sum: 24.04
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Rynoged

117 views8 days ago
Commander
Size: 100Salt sum: 24.04

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{"ops":[{"insert":"This is a deck based around scry and +1/+1 counter synergies. Also this isn't a deck I intend to build on paper. I mostly play on digital so the cost of the cards was not taken into account when making the deck. This is a very low mana curve a crisp 2.31 average mana cost. Instead of focusing on a couple clear finishers or higher value plays, we will focus on constantly triggering scry and +1/+1 counter synergies to accumulate value over time, allowing us to slip under the radar and draw as little attention as possible, slowly building up a self-sufficient and robust boardstate that can protect itself and swing for decent amounts of damage to keep up pressure late game. This also means that rebuilding after a wipe or a heavy amount of focus is very doable, and that more often than not, we'll be able to find a different path to victory if the previous one did not work.\n\nGeneral gameplan and our Commander"},{"attributes":{"header":1},"insert":"\n"},{"insert":" \nOur commander is"},{"insert":{"card-link":"Arwen Undómiel"}},{"insert":" . She's a 2/2 Noble Elf that costs {G}{U}. She's very cheap, and can be consistently brought in on turn 2 without issues. She helps kickstart the deck, and while her utility lessens in the mid to late game, her presence is very much welcome but not necessary past the midgame. She is our main way to get +1/+1 counters during the early game and kickstart synergies. Her main effect reads as: \"Whenever you scry, put a +1/+1 counter on target creature.\" \n\nThis is very simple and very useful and benefits from having a high quantity of scry over having a good quality of scry. This deck has many turn 3 options for repeatable scry, setting up our +1/+1 counter engine and eventually our draw engine as well. But we'll talk about those in more detail later. \n\nOverall, Arwen is a key piece in getting this deck moving, but still not the sole piece making it work. For as long as she is not targeted and destroyed early game, by turn 5~6 your boardstate should've attained a certain ammount of self-sufficiency, making it so if Arwen is later removed, it doesn't bring the deck down with her. \n\nManabase and the first 3 turns"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis deck is based on the scry mechanic, what gives us a lot of opportunities to manipulate the top of our deck and in consequence, facilitate better draws. Therefore, I have chosen to run 38 total lands. This gives us a very consistent 2~3 lands in our opening hands. The ideal opening hand contains three lands, but the amount of cheap filtering in this deck usually allows 2 land openers to quickly find their third land before or during turn 3. \n\nOur utility lands mostly consist of those that can scry for us when whe have no other method available (or for when we have nothing better to use our mana for) and is mostly focused on guaranteeing blue and green mana on turn two so we can summon our commander. Within the lands, some important ones to always look out for are "},{"insert":{"card-link":"Rivendell"}},{"insert":" (2 mana for a Scry 2 is very useful, specially as a land) and "},{"insert":{"card-link":"Path of Ancestry"}},{"insert":" (we have a couple nobles and elves in this deck, meaning that we can trigger the scry often). \n\nWhen it comes to our first turns, they will all be pretty similar each game. We focus on having blue and green mana available to summon Arwen on turn two. Turn 3 is when things get more interesting. \n\nOur third turn will dictate whether we'll have to lay low and careful, or if we will be allowed to push for more value early on. We have useful 1 drops, most of our ramp options are 3 drops and most of our scry engines are 3 drops, so we have quite the crowded turn. \n\nUsually, if we have no more land cards in our hand, it is advised to aim for one of the scry engines to ensure we do not miss a land drop on turn 4. Otherwise, if we have cheap filtering and scrying cards on hand (like "},{"insert":{"card-link":"Opt"}},{"insert":" ), we can choose to play some ramp or to prepare our draw engines. \n\nSo in summary for this section: Our first two turns will always be pretty similar, and the biggest decision happens on turn 3, where we have to choose to either prepare scry engines, draw engines or ramp to set us up for the midgame. \n\nTurn 3 options"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Scry Engines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWe have many ways to get constant Scry triggers every turn, most of these will happen during our upkeep. While I will not cover all of them, I'll point you towards some of them and how we can use them: \n\nFirst we have "},{"insert":{"card-link":"Thassa, God of the Sea"}},{"insert":". She's simple enough, an enchantment that is indestructible and that scries for 1 during our upkeep. She specifically has the advantages of later becoming a 5/5. what gives us a good blocker and later a good attacker to close out games with. Her activated ability that makes creatures unblockable is also part of why she's good to have in the late game, as it will allow us to force through our creatures (that likely have a lot of +1/+1 counters on them). \n\nSecond we can point out at "},{"insert":{"card-link":"Princess Yue"}},{"insert":" . She's a 3/2 that when killed turns into a colorless land. But the main thing we like about Yue is that she can tap herself to scry 2. This is very useful specially during the mid to late game as we get more synergies on board that would enjoy being triggered during our opponent's turn. I'll go over some of these synergies later. But by herself, she's a decent body that doubles as ramp when killed and that can provide us with a free, repeatable scry from the safety of our lands. \n\nDraw Engines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWe have a couple options when it comes to drawing cards. We have a bunch of filtering and around 7 cards in this deck that can generate repeated draws. We will be looking at the ones that are, by far, the strongest and most consistent at it. \n\nFirst we have "},{"insert":{"card-link":"Pensive Professor"}},{"insert":". An absolute beast of a card for this deck. He can sometimes be a bit tricky to cast on turn 3 if you are unlucky and only get one source of blue mana, but the moment he hits the field he becomes a key part of your strategy for that game. His increment ability means that the first and sometimes the second card we play after him will replace themselves. But he truly explodes when we start scrying. Due to how many cheap scry cards we have, and the many options we have for repeatable scry, Arwen can put a lot of counters on him really fast, what translates into "},{"attributes":{"italic":true},"insert":"a lot"},{"insert":" of card draw and a big body to block and attack with! His only weakness is that hebecomes a magnet for removal really quickly. But I can guarantee you that you can more often than not, get at least 4+ cards off of him before people start to consider removing him. \n\nSecond we have "},{"insert":{"card-link":"Matoya, Archon Elder"}},{"insert":". He's less explosive when compared to the Pensive Professor, but he's just as reliable and is much better at keeping a low profile. Another advantage he has over Pensive Professor (other than being less of a removal magnet) is that he doesn't need counters on him to draw cards. He doesn't hog the counters you get from Arwen and other sources, meaning that you can put those counters somewhere, where they can be more useful, and still keep drawing a lot of cards per turn. \n\nRamp"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWe have Sol Ring, Arcane Signet, Cultivate and similar, more standard ramp options. But we still have some very fun on-theme options to increase the amount of mana we have access to. And while this deck is more than capable of just playing on curve without any additional help, making good use of these is crucial to have a successful endgame. \n\nFirst, we look at "},{"insert":{"card-link":"Galadriel of Lothlórien"}},{"insert":". Her first ability is quite useless to us, but her second ability more than makes up for it. Her effect works like a charm when you are constantly scrying. It is not unreasonable to get 2 or 3 lands from her every turn during the midgame. It is hard to not get value out of pulling lands for free. And, since you (almost) always know what is at the top of your deck, you rarely have to reveal non-land cards to your opponents, getting all of the benefits of free lands while rarely ever running into the issue of giving free information to your opponents. \n\nSecond, we have "},{"insert":{"card-link":"Topiary Lecturer"}},{"insert":". She's pretty straightfoward. She has increment just like our Pensive Professor. The more counters we give her, the more mana she can be tapped for, pretty simple. She also has a couple neat synergies with the rest of the deck. With most costs barely ever being more than 2 mana, she can put in quite a bit of work before you even need to start tapping lands. She still suffers the same issue as the Pensive Professor, as in, she needs to be really big to give lots of mana, and that will make her a target pretty quick. If you can keep her around, she'll be more than capable of sustaining your mana needs. \n\nWhat does our midgame look like? "},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nUsually, by turn 4~7 you'll (ideally) have Arwen, a scry engine and at least either a draw or ramp engine to facilitate the late game. You should have access to at least 1 to 2 guaranteed scries per turn cycle, but reallistically you should be able to push for 3 to 4 instances of scry. At around this time, it would be wise (if you were to have them on hand) to leave some untapped blues in case something needs countering. Otherwise, just focus on keeping some bigger creatures untapped to deter attackers and prepare for setting up a win for the end-game. \n\nIn this section, I'll point out some neat interactions within this deck, so you can have a good idea of what to look for, and the types of synergies you can expect from this deck as you start building for the finale.\n\nFirst we have "},{"insert":{"card-link":"Galadriel of Lothlórien"}},{"insert":" and "},{"insert":{"card-link":"Retreat to Coralhelm"}},{"insert":". These two pair like a charm. Whenever you scry, Galadriel can pull a land from the top of your deck onto the battlefield. If you manage to do so, a land entering will allow you to tap or untap a creature (can be useful for getting more mana from "},{"insert":{"card-link":"Topiary Lecturer"}},{"insert":" or more cards from "},{"insert":{"card-link":"O'aka, Traveling Merchant"}},{"insert":") or you can scry again. If you scry again, you could possibly nab another land, and repeat over and over. It is a very simple, very fun combo that can allow you nab a lot of lands for nearly no resource expenditure at all. \n\nSecond, we have "},{"insert":{"card-link":"Arwen Undómiel"}},{"insert":" and "},{"insert":{"card-link":"Aqueous Form"}},{"insert":". This is a very subtle combination that very quickly becomes deadly. The main reason is commander damage. If Arwen can't be blocked, and a Scry happens whenever she attacks, it means that she always hits a little harder every time she attacks. This forces people to deal with her quickly, otherwhise she will be attacking for 5+ damage in no time, and since our deck only gets better at putting counters as time goes on, catching an opponent lacking (by starting this when removal has been expenderd, or by having counters ready for said removal) you can really steal a victory or two as you do a lot of commander damage that can't be easily stopped. This can also help you put attention away from your other value pieces. Arwen can be easily brought back in, but our engines are a bit harder to replace. \n\nLastly, a neat option for explosive ramp is "},{"insert":{"card-link":"Ordeal of Nylea"}},{"insert":" and "},{"insert":{"card-link":"Khalni Heart Expedition"}},{"insert":". If Khalni has at least one counter on it, sacrificing Ordeal of Nylea will bring in two more lands, which will be enough to then sacrifice Khalni for another 2, netting you 4 basics in one turn and a creature with at least three +1/+1 counters on it, what more likely than not, means is a decent attacker. \n\nHow to end the game? "},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWell, if you have a good understanding of the game, you will have likely noticed how the combinations I gave previously also work really well with the other combinations. For example: "},{"insert":{"card-link":"Galadriel of Lothlórien"}},{"insert":", "},{"insert":{"card-link":"Retreat to Coralhelm"}},{"insert":" and "},{"insert":{"card-link":"Khalni Heart Expedition"}},{"insert":". If you put a land down, you scry, then if lucky, put another land down, so you scry again. then if you can put another land down, you will scry again, and regardless of whether you snatch another land or not, Khalni will bring two more lands, which are two more scry triggers, what could lead to even more lands. If you then add, let's say "},{"insert":{"card-link":"Arwen Undómiel"}},{"insert":" onto the mix, every single scry will also drop a counter, so not only are you getting insane amounts of mana all the time, you are also getting stronger creatures for no additional cost! \n\nBy the late game, your objective is to have accumulated enough of these synergies and triggers to overwhelm your opponent. For example: "},{"insert":{"card-link":"Elvish Mariner"}},{"insert":". Just having this fella out means that every scry will tap enemy creatures. This means that with enough upkeep scry triggers, you can tap an entire enemy board (if it doesn't have hexproof of course) for free damage, then during your opponents turn, if you have enough off-turn scry (like "},{"insert":{"card-link":"Mystic Speculation"}},{"insert":" or untapped "},{"insert":{"card-link":"Princess Yue"}},{"insert":" or "},{"insert":{"card-link":"Crystal Ball"}},{"insert":") you can usually tap the entire board "},{"attributes":{"italic":true},"insert":"again"},{"insert":" to prevent any retaliation from your foes. You can also put this a step further with the "},{"insert":{"card-link":"The Thirteenth Doctor"}},{"insert":". She will untap all of your creatures during your end step, giving your attacking creatures pseudo-vigilance and refreshing some of your utilities like "},{"insert":{"card-link":"Topiary Lecturer"}},{"insert":" or "},{"insert":{"card-link":"O'aka, Traveling Merchant"}},{"insert":". \n\nDuring the late game you should also have good access to mana, what makes "},{"insert":{"card-link":"Loch Mare"}},{"insert":" and "},{"insert":{"card-link":"Glen Elendra Guardian"}},{"insert":" shine the most. These two are very powerfull interaction engines. Loch can work as a draw engine if needed be, but it works much better as a disabler. Tap and put stun counters on useful creatures to slow your opponents down, or put enough counters on Elendra so that you can use her ability to counter as many things that could threaten your board. Once either of these are out and with a reliable supply of counters, they really help take control of the board and only work to even better accentuate the strengths of this deck. \n\nThis deck is extremely synergistic and it is rare for you to not find something that works during a game. You should always get at least one engine of some kind going and constantly benefit from it. And all of this topdeck manipulation just allows for even more consistency, so do not be surprised if you can reliably get certain cards most games, that's the beauty of scry! \n\nAnd we are finished!"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThank you for reading, this has been quite the project for me. I wanted a bracket 2 deck that was very fun and non-deterministic. I've put great care into making sure every single card has a purpose and that it can be used with something else. Almost everthing works with everything and the only set in stone parts of this deck are its first few turns, with the rest of the game always relying on your capability of using these synergies to reach something great. It is not a deck you can play on auto-pilot, and that is something I personally find extremely stimulating. \n\nOnce again, thank you for considering my deck and I hope it serves you as well as it serves me!\n\n\n\n"}]}

Commander

Qty: 1 Price: $0.35
Arwen Undómiel
Whenever you scry, put a +1/+1 counter on target creature.
: Scry 2.
Legendary Creature - Elf Noble
Arwen Undómiel (ltr) 194

Commander

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+1/+1 Synergy

Qty: 15 Price: $34.71
District Mascot
This creature enters with a +1/+1 counter on it.
, Remove two +1/+1 counters from this creature: Destroy target artifact.
Whenever this creature attacks while saddled, put a +1/+1 counter on it.
Saddle 1
Creature - Dog Mount
District Mascot (dft) 158
Fertilid
This creature enters with two +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
Creature - Elemental
Fertilid (moc) 296
Germination Practicum
Put two +1/+1 counters on each creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson
Germination Practicum (sos) 149
Glen Elendra Guardian
Flash
Flying
This creature enters with a -1/-1 counter on it.
, Remove a counter from this creature: Counter target noncreature spell. Its controller draws a card.
Creature - Wizard Faerie
Glen Elendra Guardian (ecl) 51
Gnarlid Colony
Kicker
(You may pay an additional
as you cast this spell.)
If this creature was kicked, it enters with two +1/+1 counters on it.
Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Creature - Beast
Gnarlid Colony (fdn) 224
Growth Curve
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on that creature.
Sorcery
Growth Curve (sos) 193
Hardened Scales
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
Enchantment
Hardened Scales (soc) 272
Kid Loki
Each creature you control that you've put one or more +1/+1 counters on this turn has hexproof.
Whenever you draw your second card each turn, put a +1/+1 counter on Kid Loki.
Legendary Creature - Villain God Hero
Kid Loki (msh) 63
Loch Mare
This creature enters with three -1/-1 counters on it.
, Remove a counter from this creature: Draw a card.
, Remove two counters from this creature: Tap target creature. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature - Horse Serpent
Loch Mare (ecl) 57
O'aka, Traveling Merchant
, Remove a counter from a nonland permanent you control: Draw a card.
Legendary Creature - Human Citizen
O'aka, Traveling Merchant (fic) 39
Ordeal of Nylea
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment - Aura
Ordeal of Nylea (fdn) 641
Pensive Professor
Increment (Whenever you cast a spell, if the amount of mana you spent is greater than this creature's power or toughness, put a +1/+1 counter on this creature.)
Whenever one or more +1/+1 counters are put on this creature, draw a card.
Creature - Human Wizard
Pensive Professor (sos) 63
Terrasymbiosis
Whenever you put one or more +1/+1 counters on a creature you control, you may draw that many cards. Do this only once each turn.
Enchantment
Terrasymbiosis (eoe) 210
The Thirteenth Doctor
Paradox — Whenever you cast a spell from anywhere other than your hand, put a +1/+1 counter on target creature.
Team TARDIS — At the beginning of your end step, untap each creature you control with a counter on it.
Legendary Creature - Doctor Time Lord
The Thirteenth Doctor (who) 4
Topiary Lecturer
Increment (Whenever you cast a spell, if the amount of mana you spent is greater than this creature's power or toughness, put a +1/+1 counter on this creature.)
: Add an amount of
equal to this creature's power.
Creature - Elf Druid
Topiary Lecturer (sos) 165

+1/+1 Synergy

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Land

Qty: 38 Price: $293.88
Academy Ruins
: Add
.
,
: Put target artifact card from your graveyard on top of your library.
Legendary Land
Academy Ruins (2xm) 309
Arcane Lighthouse
: Add
.
,
: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Land
Arcane Lighthouse (soc) 361
Barkchannel Pathway
: Add
.
Land
Barkchannel Pathway // Tidechannel Pathway (khm) 251Barkchannel Pathway // Tidechannel Pathway (khm) 251
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (eoe) 251
Castle Vantress
This land enters tapped unless you control an Island.
: Add
.
,
: Scry 2.
Land
Castle Vantress (dsc) 267
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
Crystal Grotto
When this land enters, scry 1.
: Add
.
,
: Add one mana of any color.
Land
Crystal Grotto (woe) 254
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (msc) 240
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (frc) 71
Forest
(
: Add
.)
Basic Land - Forest
Forest (ecl) 283
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (msc) 250
Island
(
: Add
.)
Basic Land - Island
Island (dft) 273
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) 250
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 (soc) 388
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.)
Land
Path of Ancestry (frc) 77
Quandrix Campus
This land enters tapped.
: Add
or
.
,
: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Quandrix Campus (m3c) 366
Rejuvenating Springs
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Rejuvenating Springs (msc) 260
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (c16) 316
Rivendell
Rivendell enters tapped unless you control a legendary creature.
: Add
.
,
: Scry 2. Activate only if you control a legendary creature.
Legendary Land
Rivendell (ltr) 259
Snow-Covered Forest
(
: Add
.)
Basic Snow Land - Forest
Snow-Covered Forest (sld) 1477
Snow-Covered Island
(
: Add
.)
Basic Snow Land - Island
Snow-Covered Island (sld) 1474
Sodden Verdure
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Forest
Sodden Verdure (msc) 267
Tangled Islet
(
: Add
or
.)
This land enters tapped.
Land - Island Forest
Tangled Islet (soc) 411
Temple of Mystery
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Mystery (soc) 414
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (msc) 828
Tropical Island
(
: Add
or
.)
Land - Island Forest
Tropical Island (vma) 321
Turbulent Wilderness
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Island Forest
Turbulent Wilderness (soc) 59
Vineglimmer Snarl
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Vineglimmer Snarl (fic) 440
Willowrush Verge
: Add
.
: Add
. Activate only if you control a Forest or an Island.
Land
Willowrush Verge (dft) 270
Yavimaya Coast
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Yavimaya Coast (m3c) 410

Land

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Pure Ramp

Qty: 6 Price: $10.41
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (frc) 20
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Cultivate (msc) 172
Decanter of Endless Water
You have no maximum hand size.
: Add one mana of any color.
Artifact
Decanter of Endless Water (clb) 309
Khalni Heart Expedition
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment.
Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment
Khalni Heart Expedition (cmm) 899
Sol Ring
: Add
.
Artifact
Sol Ring (frc) 21
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (slz) 116

Pure Ramp

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Recursion

Qty: 2 Price: $10.48
Ancestral Communion
When you cast this spell while you control your commander, copy this spell. You may choose a new target for the copy.
Return target permanent card from your graveyard to your hand.
Sorcery
Ancestral Communion (msc) 64
Noxious Revival
(
can be paid with either
or 2 life.)
Put target card from a graveyard on top of its owner's library.
Instant
Noxious Revival (nph) 118

Recursion

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Removal

Qty: 10 Price: $6.74
Artisan's Sorrow
Destroy target artifact or enchantment. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Instant
Artisan's Sorrow (ths) 151
Atraxa's Fall
Destroy target artifact, battle, enchantment, or creature with flying.
Sorcery
Atraxa's Fall (mom) 176
Broken Bond
Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.
Sorcery
Broken Bond (dom) 157
Calculated Dismissal
Counter target spell unless its controller pays
.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Instant
Calculated Dismissal (ori) 48
Collective Resistance
Escalate
(Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target artifact.
• Destroy target enchantment.
• Target creature gains hexproof and indestructible until end of turn.
Instant
Collective Resistance (mh3) 147
Condescend
Counter target spell unless its controller pays
. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Instant
Condescend (ima) 46
Dissolve
Counter target spell. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Instant
Dissolve (ima) 51
Fading Hope
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Instant
Fading Hope (mid) 51
Memory Drain
Counter target spell. Scry 2.
Instant
Memory Drain (thb) 54
Origin of Metalbending
Choose one —
• Destroy target artifact or enchantment.
• Put a +1/+1 counter on target creature you control. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Instant - Lesson
Origin of Metalbending (tla) 187

Removal

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Scry

Qty: 19 Price: $27.51
Aqueous Form
Enchant creature
Enchanted creature can't be blocked.
Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Enchantment - Aura
Aqueous Form (cmr) 56
Augury Owl
Flying
When this creature enters, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature - Bird
Augury Owl (pca) 14
Chain to Memory
Target creature gets -4/-0 until end of turn. Scry 2.
Instant
Chain to Memory (thb) 46
Cryptic Annelid
When this creature enters, scry 1, then scry 2, then scry 3. (To scry X, look at the top X cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature - Beast Worm
Cryptic Annelid (tsr) 60
Crystal Ball
,
: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Artifact
Crystal Ball (c18) 201
Deliberate
Scry 2, then draw a card.
Instant
Deliberate (znr) 56
Elven Farsight
Scry 3, then you may reveal the top card of your library. If a creature card is revealed this way, draw a card.
Sorcery
Elven Farsight (ltr) 161
Eyes Everywhere
At the beginning of your upkeep, scry 1.
: Exchange control of this enchantment and target nonland permanent. Activate only as a sorcery.
Enchantment
Eyes Everywhere (rvr) 43
Faerie Seer
Flying
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature - Wizard Faerie
Faerie Seer (mh1) 51
Geist of the Archives
Defender
At the beginning of your upkeep, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature - Spirit
Geist of the Archives (emn) 62
Lifecrafter's Bestiary
At the beginning of your upkeep, scry 1.
Whenever you cast a creature spell, you may pay
. If you do, draw a card.
Artifact
Lifecrafter's Bestiary (mkc) 231
Mystic Redaction
At the beginning of your upkeep, scry 1.
Whenever you discard a card, each opponent mills two cards. (They put the top two cards of their library into their graveyard.)
Enchantment
Mystic Redaction (mh2) 53
Mystic Speculation
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Mystic Speculation (fut) 41
Opt
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
Instant
Opt (tdc) 158
Preordain
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Preordain (tdc) 161
Princess Yue
When Princess Yue dies, if she was a nonland creature, return this card to the battlefield tapped under your control. She's a land named Moon. She gains "
: Add
." (She's still legendary.)
: Scry 2.
Legendary Creature - Human Ally Noble
Princess Yue (tle) 95
Retreat to Coralhelm
Landfall — Whenever a land you control enters, choose one —
• You may tap or untap target creature.
• Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Enchantment
Retreat to Coralhelm (dsc) 126
Season of Growth
Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Whenever you cast a spell that targets a creature you control, draw a card.
Enchantment
Season of Growth (m20) 191
Thassa, God of the Sea
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each
in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
Legendary Creature Enchantment - God
Thassa, God of the Sea (lcc) 176

Scry

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Scry Synergy

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Diviner of Victory
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Whenever you scry or surveil, this creature gets +1/+1 until end of turn.
Creature - Wizard Dwarf
Diviner of Victory // Unwind History (fra) 28
Elrond, Master of Healing
Whenever you scry, put a +1/+1 counter on each of up to X target creatures, where X is the number of cards looked at while scrying this way.
Whenever a creature you control with a +1/+1 counter on it becomes the target of a spell or ability an opponent controls, you may draw a card.
Legendary Creature - Elf Noble
Elrond, Master of Healing (ltr) 200
Elvish Mariner
Whenever this creature attacks, scry 1.
Whenever you scry, tap up to X target nonland permanents, where X is the number of cards looked at while scrying this way.
Creature - Elf Pilot
Elvish Mariner (ltr) 283
Galadriel of Lothlórien
Whenever the Ring tempts you, if you chose a creature other than Galadriel as your Ring-bearer, scry 3.
Whenever you scry, you may reveal the top card of your library. If a land card is revealed this way, put it onto the battlefield tapped.
Legendary Creature - Elf Noble
Galadriel of Lothlórien (ltr) 206
Kenessos, Priest of Thassa
If you would scry a number of cards, scry that many cards plus one instead.
: Look at the top card of your library. If it's a Kraken, Leviathan, Octopus, or Serpent creature card, you may put it onto the battlefield. If you don't put the card onto the battlefield, you may put it on the bottom of your library.
Legendary Creature - Cleric Merfolk
Kenessos, Priest of Thassa (j22) 13
Legolas, Counter of Kills
Reach
Whenever you scry, if Legolas is tapped, you may untap it. Do this only once each turn.
Whenever a creature an opponent controls dies, put a +1/+1 counter on Legolas.
Legendary Creature - Elf Archer
Legolas, Counter of Kills (ltr) 212
Matoya, Archon Elder
Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.)
Legendary Creature - Human Warlock
Matoya, Archon Elder (fin) 62
Planetarium of Wan Shi Tong
,
: Scry 2.
Whenever you scry or surveil, look at the top card of your library. You may cast that card without paying its mana cost. Do this only once each turn. (Look at the card after you scry or surveil.)
Legendary Artifact
Planetarium of Wan Shi Tong (tla) 259
Proft, Consulting Detective
Whenever you scry or surveil, you may pay
. If you do, put a +1/+1 counter on Proft and draw a card. (Draw after you scry or surveil.)
Legendary Creature - Human Detective
Proft, Consulting Detective (fra) 218

Scry Synergy

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Surveillance Phantasm
Defender, flying, vigilance
As long as you've scried or surveilled this turn, this creature can attack as though it didn't have defender.
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature - Bird Illusion
Surveillance Phantasm (fra) 42

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
40 pips - 36 cards
27 mana - 27 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
26 pips - 25 cards
25 mana - 25 cards
0 pips - 0 cards
9 mana - 8 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"This is a deck based around scry and +1/+1 counter synergies. Also this isn't a deck I intend to build on paper. I mostly play on digital so the cost of the cards was not taken into account when making the deck. This is a very low mana curve a crisp 2.31 average mana cost. Instead of focusing on a couple clear finishers or higher value plays, we will focus on constantly triggering scry and +1/+1 counter synergies to accumulate value over time, allowing us to slip under the radar and draw as little attention as possible, slowly building up a self-sufficient and robust boardstate that can protect itself and swing for decent amounts of damage to keep up pressure late game. This also means that rebuilding after a wipe or a heavy amount of focus is very doable, and that more often than not, we'll be able to find a different path to victory if the previous one did not work.\n\nGeneral gameplan and our Commander"},{"attributes":{"header":1},"insert":"\n"},{"insert":" \nOur commander is"},{"insert":{"card-link":"Arwen Undómiel"}},{"insert":" . She's a 2/2 Noble Elf that costs {G}{U}. She's very cheap, and can be consistently brought in on turn 2 without issues. She helps kickstart the deck, and while her utility lessens in the mid to late game, her presence is very much welcome but not necessary past the midgame. She is our main way to get +1/+1 counters during the early game and kickstart synergies. Her main effect reads as: \"Whenever you scry, put a +1/+1 counter on target creature.\" \n\nThis is very simple and very useful and benefits from having a high quantity of scry over having a good quality of scry. This deck has many turn 3 options for repeatable scry, setting up our +1/+1 counter engine and eventually our draw engine as well. But we'll talk about those in more detail later. \n\nOverall, Arwen is a key piece in getting this deck moving, but still not the sole piece making it work. For as long as she is not targeted and destroyed early game, by turn 5~6 your boardstate should've attained a certain ammount of self-sufficiency, making it so if Arwen is later removed, it doesn't bring the deck down with her. \n\nManabase and the first 3 turns"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis deck is based on the scry mechanic, what gives us a lot of opportunities to manipulate the top of our deck and in consequence, facilitate better draws. Therefore, I have chosen to run 38 total lands. This gives us a very consistent 2~3 lands in our opening hands. The ideal opening hand contains three lands, but the amount of cheap filtering in this deck usually allows 2 land openers to quickly find their third land before or during turn 3. \n\nOur utility lands mostly consist of those that can scry for us when whe have no other method available (or for when we have nothing better to use our mana for) and is mostly focused on guaranteeing blue and green mana on turn two so we can summon our commander. Within the lands, some important ones to always look out for are "},{"insert":{"card-link":"Rivendell"}},{"insert":" (2 mana for a Scry 2 is very useful, specially as a land) and "},{"insert":{"card-link":"Path of Ancestry"}},{"insert":" (we have a couple nobles and elves in this deck, meaning that we can trigger the scry often). \n\nWhen it comes to our first turns, they will all be pretty similar each game. We focus on having blue and green mana available to summon Arwen on turn two. Turn 3 is when things get more interesting. \n\nOur third turn will dictate whether we'll have to lay low and careful, or if we will be allowed to push for more value early on. We have useful 1 drops, most of our ramp options are 3 drops and most of our scry engines are 3 drops, so we have quite the crowded turn. \n\nUsually, if we have no more land cards in our hand, it is advised to aim for one of the scry engines to ensure we do not miss a land drop on turn 4. Otherwise, if we have cheap filtering and scrying cards on hand (like "},{"insert":{"card-link":"Opt"}},{"insert":" ), we can choose to play some ramp or to prepare our draw engines. \n\nSo in summary for this section: Our first two turns will always be pretty similar, and the biggest decision happens on turn 3, where we have to choose to either prepare scry engines, draw engines or ramp to set us up for the midgame. \n\nTurn 3 options"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Scry Engines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWe have many ways to get constant Scry triggers every turn, most of these will happen during our upkeep. While I will not cover all of them, I'll point you towards some of them and how we can use them: \n\nFirst we have "},{"insert":{"card-link":"Thassa, God of the Sea"}},{"insert":". She's simple enough, an enchantment that is indestructible and that scries for 1 during our upkeep. She specifically has the advantages of later becoming a 5/5. what gives us a good blocker and later a good attacker to close out games with. Her activated ability that makes creatures unblockable is also part of why she's good to have in the late game, as it will allow us to force through our creatures (that likely have a lot of +1/+1 counters on them). \n\nSecond we can point out at "},{"insert":{"card-link":"Princess Yue"}},{"insert":" . She's a 3/2 that when killed turns into a colorless land. But the main thing we like about Yue is that she can tap herself to scry 2. This is very useful specially during the mid to late game as we get more synergies on board that would enjoy being triggered during our opponent's turn. I'll go over some of these synergies later. But by herself, she's a decent body that doubles as ramp when killed and that can provide us with a free, repeatable scry from the safety of our lands. \n\nDraw Engines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWe have a couple options when it comes to drawing cards. We have a bunch of filtering and around 7 cards in this deck that can generate repeated draws. We will be looking at the ones that are, by far, the strongest and most consistent at it. \n\nFirst we have "},{"insert":{"card-link":"Pensive Professor"}},{"insert":". An absolute beast of a card for this deck. He can sometimes be a bit tricky to cast on turn 3 if you are unlucky and only get one source of blue mana, but the moment he hits the field he becomes a key part of your strategy for that game. His increment ability means that the first and sometimes the second card we play after him will replace themselves. But he truly explodes when we start scrying. Due to how many cheap scry cards we have, and the many options we have for repeatable scry, Arwen can put a lot of counters on him really fast, what translates into "},{"attributes":{"italic":true},"insert":"a lot"},{"insert":" of card draw and a big body to block and attack with! His only weakness is that hebecomes a magnet for removal really quickly. But I can guarantee you that you can more often than not, get at least 4+ cards off of him before people start to consider removing him. \n\nSecond we have "},{"insert":{"card-link":"Matoya, Archon Elder"}},{"insert":". He's less explosive when compared to the Pensive Professor, but he's just as reliable and is much better at keeping a low profile. Another advantage he has over Pensive Professor (other than being less of a removal magnet) is that he doesn't need counters on him to draw cards. He doesn't hog the counters you get from Arwen and other sources, meaning that you can put those counters somewhere, where they can be more useful, and still keep drawing a lot of cards per turn. \n\nRamp"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWe have Sol Ring, Arcane Signet, Cultivate and similar, more standard ramp options. But we still have some very fun on-theme options to increase the amount of mana we have access to. And while this deck is more than capable of just playing on curve without any additional help, making good use of these is crucial to have a successful endgame. \n\nFirst, we look at "},{"insert":{"card-link":"Galadriel of Lothlórien"}},{"insert":". Her first ability is quite useless to us, but her second ability more than makes up for it. Her effect works like a charm when you are constantly scrying. It is not unreasonable to get 2 or 3 lands from her every turn during the midgame. It is hard to not get value out of pulling lands for free. And, since you (almost) always know what is at the top of your deck, you rarely have to reveal non-land cards to your opponents, getting all of the benefits of free lands while rarely ever running into the issue of giving free information to your opponents. \n\nSecond, we have "},{"insert":{"card-link":"Topiary Lecturer"}},{"insert":". She's pretty straightfoward. She has increment just like our Pensive Professor. The more counters we give her, the more mana she can be tapped for, pretty simple. She also has a couple neat synergies with the rest of the deck. With most costs barely ever being more than 2 mana, she can put in quite a bit of work before you even need to start tapping lands. She still suffers the same issue as the Pensive Professor, as in, she needs to be really big to give lots of mana, and that will make her a target pretty quick. If you can keep her around, she'll be more than capable of sustaining your mana needs. \n\nWhat does our midgame look like? "},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nUsually, by turn 4~7 you'll (ideally) have Arwen, a scry engine and at least either a draw or ramp engine to facilitate the late game. You should have access to at least 1 to 2 guaranteed scries per turn cycle, but reallistically you should be able to push for 3 to 4 instances of scry. At around this time, it would be wise (if you were to have them on hand) to leave some untapped blues in case something needs countering. Otherwise, just focus on keeping some bigger creatures untapped to deter attackers and prepare for setting up a win for the end-game. \n\nIn this section, I'll point out some neat interactions within this deck, so you can have a good idea of what to look for, and the types of synergies you can expect from this deck as you start building for the finale.\n\nFirst we have "},{"insert":{"card-link":"Galadriel of Lothlórien"}},{"insert":" and "},{"insert":{"card-link":"Retreat to Coralhelm"}},{"insert":". These two pair like a charm. Whenever you scry, Galadriel can pull a land from the top of your deck onto the battlefield. If you manage to do so, a land entering will allow you to tap or untap a creature (can be useful for getting more mana from "},{"insert":{"card-link":"Topiary Lecturer"}},{"insert":" or more cards from "},{"insert":{"card-link":"O'aka, Traveling Merchant"}},{"insert":") or you can scry again. If you scry again, you could possibly nab another land, and repeat over and over. It is a very simple, very fun combo that can allow you nab a lot of lands for nearly no resource expenditure at all. \n\nSecond, we have "},{"insert":{"card-link":"Arwen Undómiel"}},{"insert":" and "},{"insert":{"card-link":"Aqueous Form"}},{"insert":". This is a very subtle combination that very quickly becomes deadly. The main reason is commander damage. If Arwen can't be blocked, and a Scry happens whenever she attacks, it means that she always hits a little harder every time she attacks. This forces people to deal with her quickly, otherwhise she will be attacking for 5+ damage in no time, and since our deck only gets better at putting counters as time goes on, catching an opponent lacking (by starting this when removal has been expenderd, or by having counters ready for said removal) you can really steal a victory or two as you do a lot of commander damage that can't be easily stopped. This can also help you put attention away from your other value pieces. Arwen can be easily brought back in, but our engines are a bit harder to replace. \n\nLastly, a neat option for explosive ramp is "},{"insert":{"card-link":"Ordeal of Nylea"}},{"insert":" and "},{"insert":{"card-link":"Khalni Heart Expedition"}},{"insert":". If Khalni has at least one counter on it, sacrificing Ordeal of Nylea will bring in two more lands, which will be enough to then sacrifice Khalni for another 2, netting you 4 basics in one turn and a creature with at least three +1/+1 counters on it, what more likely than not, means is a decent attacker. \n\nHow to end the game? "},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWell, if you have a good understanding of the game, you will have likely noticed how the combinations I gave previously also work really well with the other combinations. For example: "},{"insert":{"card-link":"Galadriel of Lothlórien"}},{"insert":", "},{"insert":{"card-link":"Retreat to Coralhelm"}},{"insert":" and "},{"insert":{"card-link":"Khalni Heart Expedition"}},{"insert":". If you put a land down, you scry, then if lucky, put another land down, so you scry again. then if you can put another land down, you will scry again, and regardless of whether you snatch another land or not, Khalni will bring two more lands, which are two more scry triggers, what could lead to even more lands. If you then add, let's say "},{"insert":{"card-link":"Arwen Undómiel"}},{"insert":" onto the mix, every single scry will also drop a counter, so not only are you getting insane amounts of mana all the time, you are also getting stronger creatures for no additional cost! \n\nBy the late game, your objective is to have accumulated enough of these synergies and triggers to overwhelm your opponent. For example: "},{"insert":{"card-link":"Elvish Mariner"}},{"insert":". Just having this fella out means that every scry will tap enemy creatures. This means that with enough upkeep scry triggers, you can tap an entire enemy board (if it doesn't have hexproof of course) for free damage, then during your opponents turn, if you have enough off-turn scry (like "},{"insert":{"card-link":"Mystic Speculation"}},{"insert":" or untapped "},{"insert":{"card-link":"Princess Yue"}},{"insert":" or "},{"insert":{"card-link":"Crystal Ball"}},{"insert":") you can usually tap the entire board "},{"attributes":{"italic":true},"insert":"again"},{"insert":" to prevent any retaliation from your foes. You can also put this a step further with the "},{"insert":{"card-link":"The Thirteenth Doctor"}},{"insert":". She will untap all of your creatures during your end step, giving your attacking creatures pseudo-vigilance and refreshing some of your utilities like "},{"insert":{"card-link":"Topiary Lecturer"}},{"insert":" or "},{"insert":{"card-link":"O'aka, Traveling Merchant"}},{"insert":". \n\nDuring the late game you should also have good access to mana, what makes "},{"insert":{"card-link":"Loch Mare"}},{"insert":" and "},{"insert":{"card-link":"Glen Elendra Guardian"}},{"insert":" shine the most. These two are very powerfull interaction engines. Loch can work as a draw engine if needed be, but it works much better as a disabler. Tap and put stun counters on useful creatures to slow your opponents down, or put enough counters on Elendra so that you can use her ability to counter as many things that could threaten your board. Once either of these are out and with a reliable supply of counters, they really help take control of the board and only work to even better accentuate the strengths of this deck. \n\nThis deck is extremely synergistic and it is rare for you to not find something that works during a game. You should always get at least one engine of some kind going and constantly benefit from it. And all of this topdeck manipulation just allows for even more consistency, so do not be surprised if you can reliably get certain cards most games, that's the beauty of scry! \n\nAnd we are finished!"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThank you for reading, this has been quite the project for me. I wanted a bracket 2 deck that was very fun and non-deterministic. I've put great care into making sure every single card has a purpose and that it can be used with something else. Almost everthing works with everything and the only set in stone parts of this deck are its first few turns, with the rest of the game always relying on your capability of using these synergies to reach something great. It is not a deck you can play on auto-pilot, and that is something I personally find extremely stimulating. \n\nOnce again, thank you for considering my deck and I hope it serves you as well as it serves me!\n\n\n\n"}]}
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