rkhart
2k views5 days ago
Commander
Size: 100Salt sum: 54.28
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Artifact
The Mind Stone
Indestructible
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
Legendary Artifact - Infinity Stone

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Artifact
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Creature
Elesh Norn, Mother of Machines
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Legendary Creature - Praetor Phyrexian

Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer

Lion Sash
: Exile target card from a graveyard. If it was a permanent card, put a +1/+1 counter on this permanent.
Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Cat

Riptide Gearhulk
Double strike
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, for each opponent, put up to one target nonland permanent that player controls into its owner's library third from the top.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, for each opponent, put up to one target nonland permanent that player controls into its owner's library third from the top.
Creature Artifact - Construct

Sakashima the Impostor
You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has ": Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."
Legendary Creature - Human Rogue

Sokrates, Athenian Teacher
Defender
Sokrates has hexproof as long as it's untapped.
Sokratic Dialogue — : Until end of turn, target creature gains "If this creature would deal combat damage to a player, prevent that damage. This creature's controller and that player each draw half that many cards, rounded down."
Sokrates has hexproof as long as it's untapped.
Sokratic Dialogue — : Until end of turn, target creature gains "If this creature would deal combat damage to a player, prevent that damage. This creature's controller and that player each draw half that many cards, rounded down."
Legendary Creature - Human Advisor

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

The Unagi of Kyoshi Island
Flash
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Legendary Creature - Serpent

Yorion, Sky Nomad
Companion — Your starting deck contains at least twenty cards more than the minimum deck size. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Flying
When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.
Flying
When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.
Legendary Creature - Bird Serpent

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


Enchantment
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Instant
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Cosmic Intervention
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant

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

Instant
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Land
Monumental Henge
This land enters tapped unless you control a Plains.
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Land

Land
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Deck Info
Deck stats
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Description
{"ops":[{"attributes":{"bold":true},"insert":"Raff Capashen, Ship’s Mage Primer"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Concept"},{"insert":"\n\nThis is an Azorius flash-control deck built around "},{"attributes":{"bold":true},"insert":"deleting the opportunity cost of holding mana open"},{"insert":".\n\nRaff gives artifacts and legendary permanents flash, so the deck can pass with mana available for interaction and only commit permanents when they become useful.\n\nIf opponents act, I respond.\n\nIf they do not, I flash in value before untapping.\n\nThe deck therefore develops its board while still playing draw-go control.\n\n"},{"attributes":{"bold":true},"insert":"Flash as Interaction"},{"insert":"\n\nRaff changes the function of many otherwise proactive cards.\n\nElesh Norn can appear in response to an ETB permanent and shut off its trigger.\n\nBoromir can appear in response to a board wipe or cascade/free-spell sequence.\n\nGraveyard hate can wait until someone actually attempts recursion.\n\nSpellskite can appear after an opponent commits an Aura, buff, or removal spell.\n\nVeilstone Amulet can be flashed in when targeted interaction is already on the stack.\n\nThe One Ring becomes especially obnoxious: flashing it in at the right moment grants protection from everything and can function as a "},{"attributes":{"bold":true},"insert":"super Fog"},{"insert":", blanking an attack while also establishing one of the deck’s strongest card engines.\n\nThe value comes not only from what these cards do, but from "},{"attributes":{"bold":true},"insert":"when"},{"insert":" they are allowed to do it.\n\n"},{"attributes":{"bold":true},"insert":"Mind Games"},{"insert":"\n\nThe deck creates a significant information advantage.\n\nOpponents rarely know whether my open mana represents a counterspell, removal, protection, a hate piece, a clone, or simply an end-step permanent.\n\nThat uncertainty creates bluff equity even when my hand is relatively harmless.\n\nPlayers become reluctant to attack me, target my permanents, or commit heavily to a line because Raff makes surprise interaction so difficult to account for.\n\nSometimes the strongest card in my hand is not the one I actually have.\n\nIt is the one opponents are afraid I might have.\n\n"},{"attributes":{"bold":true},"insert":"Playing at the Last Possible Moment"},{"insert":"\n\nThe deck rewards waiting.\n\nClones can remain hidden until the best target appears.\n\nEquipment can enter immediately before it matters.\n\nLoran can wait for a meaningful permanent to remove.\n\nLarge value pieces can appear at end step after everyone else has spent their mana.\n\nThe goal is to gather as much information as possible before committing resources.\n\nThat makes even ordinary permanents better because they are cast with better timing and better knowledge of the table.\n\n"},{"attributes":{"bold":true},"insert":"Control and Development"},{"insert":"\n\nThe instant-speed control package handles threats that the permanent suite cannot.\n\nCountermagic, removal, protection, bounce, and spell theft let the deck remain flexible throughout the turn cycle.\n\nThe important difference from normal control is that unused mana rarely represents a wasted turn.\n\nRaff converts that unused mana into permanent development.\n\nOver several turn cycles, that creates a quiet but substantial resource advantage.\n\n"},{"attributes":{"bold":true},"insert":"Turning the Corner"},{"insert":"\n\nThe deck eventually converts its accumulated board into pressure through equipment, evasive legends, clones, stolen spells, Medomai, Hullbreaker Horror, and other threats.\n\nSword of Feast and Famine is particularly useful because untapping lands after combat allows the deck to attack aggressively and immediately return to holding interaction.\n\nThe deck does not need to rush.\n\nIt wins by repeatedly taking efficient exchanges until its battlefield and options become difficult to match.\n\n"},{"attributes":{"bold":true},"insert":"Skill and Sequencing"},{"insert":"\n\nThe central skill is recognizing "},{"attributes":{"bold":true},"insert":"how long to wait"},{"insert":".\n\nCasting a historic permanent proactively often wastes the best part of Raff.\n\nWaiting may produce a blowout, reveal more information, induce an opponent to commit resources, or simply create uncertainty.\n\nEven when nothing happens, I can still deploy the card at end step.\n\nThe deck rewards patience, bluffing, threat assessment, and understanding exactly when a permanent becomes most disruptive.\n\n"},{"attributes":{"bold":true},"insert":"Weaknesses"},{"insert":"\n\nRaff is important to the deck’s efficiency. Without him, many of the cards become conventional sorcery-speed permanents and much of the timing advantage disappears.\n\nThe deck can also be mana hungry and punishes unnecessary commitments.\n\nIts biggest self-inflicted weakness is simply playing too eagerly.\n\n"},{"attributes":{"bold":true},"insert":"Summary"},{"insert":"\n\nThis is a control deck built around "},{"attributes":{"bold":true},"insert":"timing, information, and uncertainty"},{"insert":".\n\nRaff lets permanents function like hidden interaction while removing much of the usual cost of holding mana open.\n\nThe result is a deck that develops without tapping out, punishes opponents for committing too early, and creates constant mind games around every open piece of mana.\n\n"},{"attributes":{"bold":true},"insert":"The real threat is not always what is in my hand. It is everything the table has to assume might be there."},{"insert":"\n"}]}









































































