Cleeco
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Commander
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Inniaz, the Gale Force
Flying
: Attacking creatures with flying get +1/+1 until end of turn. ( can be paid with either or .)
Whenever three or more creatures you control with flying attack, each player gains control of a nonland permanent of your choice controlled by the player to their right.
: Attacking creatures with flying get +1/+1 until end of turn. ( can be paid with either or .)
Whenever three or more creatures you control with flying attack, each player gains control of a nonland permanent of your choice controlled by the player to their right.
Legendary Creature - Djinn

Commander
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Anthem
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Copy
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Coveted Falcon
Flying
Whenever this creature attacks, gain control of target permanent you own but don't control.
Disguise
When this creature is turned face up, target opponent gains control of any number of target permanents you control. Draw a card for each one they gained control of this way.
Whenever this creature attacks, gain control of target permanent you own but don't control.
Disguise
When this creature is turned face up, target opponent gains control of any number of target permanents you control. Draw a card for each one they gained control of this way.
Creature Artifact - Bird

Defiler of Dreams
Flying
As an additional cost to cast blue permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of blue mana you pay.
Whenever you cast a blue permanent spell, draw a card.
As an additional cost to cast blue permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of blue mana you pay.
Whenever you cast a blue permanent spell, draw a card.
Creature - Sphinx Phyrexian

Malcolm, Alluring Scoundrel
Flash
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Legendary Creature - Pirate Siren

Draw
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Nine Lives
Hexproof
If a source would deal damage to you, prevent that damage and put an incarnation counter on this enchantment.
When there are nine or more incarnation counters on this enchantment, exile it.
When this enchantment leaves the battlefield, you lose the game.
If a source would deal damage to you, prevent that damage and put an incarnation counter on this enchantment.
When there are nine or more incarnation counters on this enchantment, exile it.
When this enchantment leaves the battlefield, you lose the game.
Enchantment

Finisher
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Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land

Land
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Sephara, Sky's Blade
You may pay and tap four untapped creatures you control with flying rather than pay this spell's mana cost.
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Legendary Creature - Angel

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Ramp
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Aerial Extortionist
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Creature - Soldier Bird

Kitesail Larcenist
Flying, ward
When this creature enters, for each player, choose up to one other target artifact or creature that player controls. For as long as this creature remains on the battlefield, the chosen permanents become Treasure artifacts with ", Sacrifice this artifact: Add one mana of any color" and lose all other abilities.
When this creature enters, for each player, choose up to one other target artifact or creature that player controls. For as long as this creature remains on the battlefield, the chosen permanents become Treasure artifacts with ", Sacrifice this artifact: Add one mana of any color" and lose all other abilities.
Creature - Human Pirate

Thieving Skydiver
Kicker . X can't be 0. (You may pay an additional as you cast this spell.)
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Creature - Merfolk Rogue

Removal
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Haunting Imitation
Each player reveals the top card of their library. For each creature card revealed this way, create a token that's a copy of that card, except it's 1/1, it's a Spirit in addition to its other types, and it has flying. If no creature cards were revealed this way, return Haunting Imitation to its owner's hand.
Sorcery

Kykar, Zephyr Awakener
Flying
Whenever you cast a noncreature spell, choose one —
• Exile another target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
• Create a 1/1 white Spirit creature token with flying.
Whenever you cast a noncreature spell, choose one —
• Exile another target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
• Create a 1/1 white Spirit creature token with flying.
Legendary Creature - Wizard Bird

Namor, Atlantean King
Flying
Whenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token.
Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn.
Whenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token.
Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn.
Legendary Creature - Merfolk Mutant Noble

Tokens
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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

Sideboard
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Ethereal Investigator
Flying
When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
Creature - Spirit

Kangee's Lieutenant
Flying
Whenever this creature attacks, attacking creatures with flying get +1/+1 until end of turn.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Whenever this creature attacks, attacking creatures with flying get +1/+1 until end of turn.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Soldier Bird

Kastral, the Windcrested
Flying
Whenever one or more Birds you control deal combat damage to a player, choose one —
• You may put a Bird creature card from your hand or graveyard onto the battlefield with a finality counter on it.
• Put a +1/+1 counter on each Bird you control.
• Draw a card.
Whenever one or more Birds you control deal combat damage to a player, choose one —
• You may put a Bird creature card from your hand or graveyard onto the battlefield with a finality counter on it.
• Put a +1/+1 counter on each Bird you control.
• Draw a card.
Legendary Creature - Bird Scout

Linvala, Shield of Sea Gate
Flying
At the beginning of combat on your turn, if you have a full party, choose target nonland permanent an opponent controls. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
Sacrifice Linvala: Choose hexproof or indestructible. Creatures you control gain that ability until end of turn.
At the beginning of combat on your turn, if you have a full party, choose target nonland permanent an opponent controls. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
Sacrifice Linvala: Choose hexproof or indestructible. Creatures you control gain that ability until end of turn.
Legendary Creature - Wizard Angel

Maybeboard
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Map
, , Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
Artifact Token - Map

Tokens & Extras
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Alandra, Sky Dreamer
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Legendary Creature - Wizard Merfolk

Battle Angels of Tyr
Flying, myriad
Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
Creature - Knight Angel

Minn, Wily Illusionist
Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This token gets +1/+0 for each other Illusion you control."
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Legendary Creature - Wizard Gnome

Upgrades
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"\n\nCareful What You Wish - Piloting Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Archetype:"},{"insert":" Azorius flyers / spellslinger tokens, mid-power (Archidekt estimates Bracket 2). Cheap spells make flying tokens; attacking with 3+ flyers makes Inniaz rotate permanents around the table in your favor.\n\n\nHow Inniaz Works"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\nWhenever three or more creatures you control with flying attack, "},{"attributes":{"bold":true},"insert":"each player gains control of a nonland permanent of YOUR choice controlled by the player to their right."},{"insert":" You pick every permanent in the rotation. You take the best thing your right-hand neighbor owns, your left-hand neighbor gets your worst permanent (a 1/1 token), and you decide who receives what everywhere else - you can move threats away from you, give a player their neighbor's blocker, or dismantle the strongest board at the table. Nothing is destroyed; it all just changes hands, so you can even take something back later.\n\n\nWin Conditions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Snowball theft:"},{"insert":" steal the best nonland permanent every combat until your board and hand outclass the table, then swing for lethal in the air.\n"},{"attributes":{"bold":true},"insert":"Magus of the Moat / Archetype of Imagination:"},{"insert":" once either resolves, only flyers can attack (Archetype also strips flying from opposing creatures). You keep attacking, they cannot.\n"},{"attributes":{"bold":true},"insert":"Anthem + wide flyers:"},{"insert":" Favorable Winds, Thunderclap Wyvern, Kangee and Steel-Plume Marshal make a big token army lethal fast.\nNine Lives (gift and punish): use Inniaz's trigger to hand it to an opponent. It prevents all damage to its controller and adds a counter per damage source; at nine counters it exiles itself and its controller loses the game. It is hexproof, so once an opponent has it you cannot target it. Hit that player with nine or more damage sources, or overload Cyclonic Rift (sideboard). Never keep it yourself: if it leaves while you control it, you lose.\n\n\nThe Core Loop"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\nCast a cheap instant or sorcery (Opt, Ponder, Chart a Course, Midnight Haunting, Stolen by the Fae...).\nA payoff turns it into a flying body: Talrand (2/2 Drake), Murmuring Mystic (1/1 Bird), Kykar or Hermes or Namor (noncreature spells), Donal (copies flying creature spells).\nAttack with 3+ flyers, trigger Inniaz, and take the best permanent available.\nDraw engines (Vulture, Tide Skimmer, Military Intelligence, Court of Grace, Welcoming Vampire) refill your hand so it never stalls.\n\n\nTurn by Turn"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Turns 1-2:"},{"insert":" Land, then Sol Ring or a Signet / Mind Stone / Fellwar Stone. Best plays: Momo, Spectral Sailor, Siren Stormtamer (holds up protection), Ornithopter of Paradise, Watcher of the Spheres or Warden of Evos Isle (both discount flying creatures). Cantrips fix the hand. Do not attack into a board yet.\n\n\n"},{"attributes":{"bold":true},"insert":"Turns 3-4:"},{"insert":" Land the engine: Talrand, Murmuring Mystic, Kykar, Hermes, Namor, Court of Grace, Emeria Angel, Vulture. Keep counter mana up (An Offer You Can't Refuse, Dovin's Veto) once your engine is out. Inniaz herself is a good turn-5 play with protection backup.\n\n\n"},{"attributes":{"bold":true},"insert":"Turns 5-6:"},{"insert":" Cast Inniaz (or the turn after, with Lightning Greaves / Swiftfoot Boots ready), chain cheap spells to get 3+ flyers, then attack. Count flyers BEFORE attacking; if you are short, cast one more cheap spell or a token maker first. Pick your steal target with purpose (see below).\n\n\n"},{"attributes":{"bold":true},"insert":"Turns 7+:"},{"insert":" Copy the trigger with Strionic Resonator (2 mana, tap: copy target triggered ability) for a second rotation in the same combat, or land Magus of the Moat / Archetype of Imagination to lock the table. Sephara can be cast for {W} by tapping four flyers - free late-game bomb.\n\n\nChoosing Steal Targets"},{"attributes":{"header":3},"insert":"\n"},{"insert":"1. The rotation includes you. You pick one permanent from each player, and every player receives the pick from the player to their right. You get the best permanent your right-hand neighbor owns; the player on your left gets one of YOURS.\n2. Give away junk: Clues, Treasures, spare Bird or Spirit tokens, Ornithopter of Paradise once ramp is done. Never hand over a permanent that helps the table win.\n3. For the middle seats, pick the weakest or most awkward permanent (tapped-out tokens, Auras, anything with a drawback) so nobody gets stronger from the rotation.\n4. Take priority order for your own pick: a combo piece or engine, then a mana rock or artifact that fixes your curve, then the best creature, then a flyer that adds to the attack.\n5. Read the table: if the player on your right is the biggest threat, stealing their best permanent also weakens them. That is usually the strongest play.\n\nCombos and Interactions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"1. Magus of the Moat + Archetype of Imagination: your creatures have flying, opponents' creatures lose it, and creatures without flying cannot attack. Only you can attack, and every attack with three creatures triggers Inniaz.\n2. Strionic Resonator on Inniaz: copy the attack trigger so each combat rotates permanents twice.\n3. Mockingbird: copy a different flyer or a stolen creature, never Inniaz itself (the legend rule makes you sacrifice one).\n4. Cheap instant-speed tokens (Midnight Haunting, Haunting Imitation, Murmuring Mystic, Talrand drakes, Kykar spirits) fill the three-flyer requirement at the last moment.\n5. Inniaz's activated ability ({2}{W/U}) stacks: pay it multiple times to turn a wide flying board into lethal.\n6. Sower of Temptation (a flyer that steals a creature), Thieving Skydiver, Kitesail Larcenist and Stolen by the Fae give extra theft outside combat, and Time Wipe can reset your own board while saving Inniaz.\n7. Brazen Borrower (flash flyer, Petty Theft bounces a nonland permanent), Faerie Slumber Party (6 mana, bounces every creature and makes two flying Faeries per opponent) and Switcheroo (swap one of your tokens for their best creature) are the bounce and exchange package.\n\nProtecting the Plan"},{"attributes":{"header":3},"insert":"\n"},{"insert":"1. Lightning Greaves and Swiftfoot Boots: haste for Inniaz and hexproof against spot removal.\n2. Selfless Spirit, Gold-Forged Thopteryx, Jackdaw Savior and Sephara give indestructible or recursion against wraths.\n3. Siren Stormtamer, Kira and Windborn Muse blunt targeted removal and slow down attackers.\n4. Hold counters (Dovin's Veto, An Offer You Can't Refuse) for board wipes, combos and big spells; Path and Swords answer the single biggest threat.\n5. Do not overextend: keep two or three flyers in hand after your first attack, and rebuild with tokens after a wrath.\n\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"1. Board wipes and fast combo decks: hold a counter or Time Wipe and save Selfless Spirit for the wrath turn.\n2. Flying and reach heavy tables blank your evasion; lean on Magus of the Moat, Archetype and removal.\n3. Inniaz needs three attacking flyers at the moment of attack, so kill switches on tokens or a single sweeper before combat can stall you.\n4. Raw damage is modest, so the deck wins by stealing the best permanents and growing a wide flying board rather than racing.\n\nMulligan Guide"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\nKeep hands with 2-4 lands, at least one cheap flying creature or cantrip, and a rock or cost reducer. Mulligan hands full of expensive payoffs (Sephara, Magus, Archetype) without early plays or protection.\n\n\nCategory Map"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\nTokens = engines and token makers. Draw = card flow. Removal = interaction, tempo and steal effects (Sower, Skydiver, Larcenist). Protection = keeps Inniaz and the board alive. Ramp = rocks and cost reducers. Anthem = team pump. Finisher = Magus, Archetype and Nine Lives. Copy = Resonator and Mockingbird. Maybeboard / Upgrades = cuts and pricier swaps, not counted in the 100.\n"}]}






















































































































