schingon
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Commander
Size: 100Salt sum: 27.41
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{"ops":[{"insert":"ELEVATOR PITCH\nAn Azorius pillow fort that just wants to be left alone, until Opposition and Drumbellower tap down the whole table every turn and your flyers walk in.\n\nTHE RUG PULL\nLooks fair: Ghostly Prison, Windborn Muse, Norn's Annex and a few tappers. You look like the least threatening player.\nThe flip: Opposition turns every one of your creatures into a tapper (artifact, creature or land), and Drumbellower untaps your team in every other player's untap step, so you tap their best stuff on each of their turns.\nThe win: Sleep or Cryptic Command (tap all creatures your opponents control) clears blockers, and evasive creatures finish.\n\nGAME PLAN\nEarly: Signets, cheap tappers (Blinding Mage, Kitesail Cleric), Ghostly Prison.\nMid: Spider-Woman with flash at end of turn to lock down the scariest creature; Celestial Regulator, Mechanozoa and stun effects.\nLate: Opposition plus Drumbellower; lock lands and creatures, then swing with flyers. Sleep on the turn you go in.\n\nKEY CARDS\n1. Spider-Woman, Secret Agent: flash, and the creature she taps stays tapped while you control her.\n2. Opposition: the lock.\n3. Drumbellower: untaps your team on every opponent's turn, so Opposition works on their turns.\n4. Sleep and Cryptic Command: tap all their creatures on your alpha turn.\n5. Ghostly Prison, Windborn Muse, Norn's Annex: the pillow fort disguise and real defense.\n6. Midnight Clock: refills your hand late.\n\nMULLIGAN GUIDE\nKeep: 3 lands, a rock, one tapper or Ghostly Prison.\nMulligan: hands with no blue for Opposition and Cryptic, or no early plays.\n\nHOW TO STAY UNDER THE RADAR\nDo not attack early. Tax and tap only what threatens you. Flash Spider-Woman at end of an opponent's turn rather than casting her on yours. Save Opposition until you have several untapped creatures so it locks immediately.\n\nBRACKET\nBracket 3. No Game Changers and no infinite combos. Locks are strong; keep them for the closing turns so the game stays fun.\n\nTIPS AND PITFALLS\n1. Opposition taps lands too: lock the player with the most mana on their upkeep.\n2. Spider-Woman's lock ends if she leaves; protect her or bring her back with Teferi's Time Twist (exile and return gives a fresh target).\n3. A wipe breaks the lock; keep a counterspell (Cryptic Command) up on the key turn.\n"}]}
Draw
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.)
, 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

Rewrite History
Whenever one or more creatures you control become tapped, draw a card, then discard a card and put a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, return up to two target instant and/or sorcery cards from your graveyard to your hand.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, return up to two target instant and/or sorcery cards from your graveyard to your hand.
Enchantment - Plan

Draw
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Evasion
Evasion
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Land
Land
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Protection
Protection
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Ramp
Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Ramp
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Removal
Deluge Virtuoso
When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Opus — Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn. If five or more mana was spent to cast that spell, this creature gets +2/+2 until end of turn instead.
Opus — Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn. If five or more mana was spent to cast that spell, this creature gets +2/+2 until end of turn instead.
Creature - Human Wizard

Mechanozoa
When this creature enters, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature Artifact - Jellyfish Robot

Twisted Riddlekeeper
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.)
When you cast this spell, tap up to two target permanents. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Flying
When you cast this spell, tap up to two target permanents. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Flying
Creature - Sphinx Eldrazi

Ultros, Obnoxious Octopus
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you cast a noncreature spell, if at least eight mana was spent to cast it, put eight +1/+1 counters on Ultros.
Whenever you cast a noncreature spell, if at least eight mana was spent to cast it, put eight +1/+1 counters on Ultros.
Legendary Creature - Octopus

Watery Grasp
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
Waterbend : Enchanted creature's owner shuffles it into their library. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchanted creature doesn't untap during its controller's untap step.
Waterbend : Enchanted creature's owner shuffles it into their library. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchantment - Aura

Removal
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Tokens
Aerith Rescue Mission
Choose one —
• Take the Elevator — Create three 1/1 colorless Hero creature tokens.
• Take 59 Flights of Stairs — Tap up to three target creatures. Put a stun counter on one of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
• Take the Elevator — Create three 1/1 colorless Hero creature tokens.
• Take 59 Flights of Stairs — Tap up to three target creatures. Put a stun counter on one of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Sorcery

Tokens
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Untap
Untap
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"ELEVATOR PITCH\nAn Azorius pillow fort that just wants to be left alone, until Opposition and Drumbellower tap down the whole table every turn and your flyers walk in.\n\nTHE RUG PULL\nLooks fair: Ghostly Prison, Windborn Muse, Norn's Annex and a few tappers. You look like the least threatening player.\nThe flip: Opposition turns every one of your creatures into a tapper (artifact, creature or land), and Drumbellower untaps your team in every other player's untap step, so you tap their best stuff on each of their turns.\nThe win: Sleep or Cryptic Command (tap all creatures your opponents control) clears blockers, and evasive creatures finish.\n\nGAME PLAN\nEarly: Signets, cheap tappers (Blinding Mage, Kitesail Cleric), Ghostly Prison.\nMid: Spider-Woman with flash at end of turn to lock down the scariest creature; Celestial Regulator, Mechanozoa and stun effects.\nLate: Opposition plus Drumbellower; lock lands and creatures, then swing with flyers. Sleep on the turn you go in.\n\nKEY CARDS\n1. Spider-Woman, Secret Agent: flash, and the creature she taps stays tapped while you control her.\n2. Opposition: the lock.\n3. Drumbellower: untaps your team on every opponent's turn, so Opposition works on their turns.\n4. Sleep and Cryptic Command: tap all their creatures on your alpha turn.\n5. Ghostly Prison, Windborn Muse, Norn's Annex: the pillow fort disguise and real defense.\n6. Midnight Clock: refills your hand late.\n\nMULLIGAN GUIDE\nKeep: 3 lands, a rock, one tapper or Ghostly Prison.\nMulligan: hands with no blue for Opposition and Cryptic, or no early plays.\n\nHOW TO STAY UNDER THE RADAR\nDo not attack early. Tax and tap only what threatens you. Flash Spider-Woman at end of an opponent's turn rather than casting her on yours. Save Opposition until you have several untapped creatures so it locks immediately.\n\nBRACKET\nBracket 3. No Game Changers and no infinite combos. Locks are strong; keep them for the closing turns so the game stays fun.\n\nTIPS AND PITFALLS\n1. Opposition taps lands too: lock the player with the most mana on their upkeep.\n2. Spider-Woman's lock ends if she leaves; protect her or bring her back with Teferi's Time Twist (exile and return gives a fresh target).\n3. A wipe breaks the lock; keep a counterspell (Cryptic Command) up on the key turn.\n"}]}






































































