Blessedbats
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Commander
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{"ops":[{"insert":"DIMIR MEDICI\n\nSeven of Nine -- Dilemma Sequencing\n\n\n⟢✧⟣\n\nModal tribal decision control.\n\nSeven of Nine turns flexibility into material advantage. Every time we face a dilemma, Seven replaces the decision with another card, allowing us to play interaction whose value changes with the state of the game rather than committing ourselves to narrow answers in advance.\n\n60% Modal Control · 20% Artifact Intelligence · 20% Graveyard Recursion\n\nThere is no single \"correct\" sequence that this deck wants to repeat every game. Instead, Dimir Medici is trying to accumulate a broader and broader decision surface than the opponent has access to.\n\nThe longer the game continues, the harder it becomes to present us with a question for which we do not already possess an answer.\n\n◈ THE STRATEGY\n\nThe early turns are usually quiet.\n\nDevelop mana. Establish inexpensive infrastructure. Don't spend premium interaction simply because you can.\n\nDimir Medici is happiest when its cards remain ambiguous for as long as possible.\n\nOnce Seven enters the battlefield, ordinary modal spells begin doing something slightly obscene: they perform their normal function and replace themselves.\n\nThree Steps Ahead is no longer merely a counterspell.\n\nMystic Confluence is no longer merely a five-mana answer.\n\nDreamshackle Geist is no longer merely a tempo creature.\n\nEvery decision becomes velocity.\n\n⎯⎯⎯∘◦ ✾ ◦∘⎯⎯⎯\n\n◇ MULLIGAN DOCTRINE\n\nKEEP → Three lands, preferably both colors, plus interaction or infrastructure.\n\nMissing an early land drop hurts us considerably more than drawing land seven. Mana is not wasted here: excess mana becomes activated lands, expensive modal spells, recursion and the ability to advance our position while still representing interaction.\n\nDimir Medici would rather begin slightly overprepared than spend four turns begging the library for permission to play Magic.\n\n◇ TURNS I--III\n\nThese turns are about preserving optionality.\n\nDevelop. Observe. Interact only when something genuinely deserves it.\n\nThe threat of interaction is itself interaction.\n\nDon't empty your hand merely because you have playable cards.\n\n⎯⎯⎯∘◦ ✾ ◦∘⎯⎯⎯\n\n✦ DILEMMA SEQUENCING\n\nThe question is rarely:\n\nWhich mode is best?\n\nThe better question is:\n\nWhich mode preserves the greatest number of useful future states?\n\nSometimes that means choosing the apparently weaker mode because another resource remains untouched.\n\nSometimes it means spending more mana now.\n\nSometimes it means putting something deliberately into the graveyard because its second life will be more valuable than its first.\n\nSeven rewards decisions. Dimir Medici rewards sequences of decisions.\n\n⎯⎯⎯∘◦ ✾ ◦∘⎯⎯⎯\n\n⟡ ARTIFACT INTELLIGENCE\n\nThe machinery beneath the mansion walls.\n\n◌ GRAVEYARD RECURSION\n\nThe graveyard is the deck's second hand.\n\n⚠ WHAT TO WATCH FOR\n\nPROTECT → Seven when doing so is efficient.\nDON'T → protect Seven at the expense of losing the board.\nWATCH → UUU and BBB requirements when keeping utility-heavy hands.\nREAD → the board before choosing modes. Every time.\n\n⎯⎯⎯∘◦ ✾ ◦∘⎯⎯⎯\n\n♜ THE PHILOSOPHY\n\nEvery dilemma becomes knowledge.\n\nEvery piece of knowledge creates another possible choice.\n\nEventually the difference between you and your opponent is not merely that you possess more cards.\n\nYou have more futures available to you.\n\nThat is when Dimir Medici stops feeling like control and begins feeling like governance.\n\nWelcome to the Medici court.\n\n⟢✧⟣\n\n"}]}
Copy
Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

Copy
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Counters
Counters
(CTRL to add secondary)
Draw
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror

The Vision
Flying, vigilance
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card.
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card.
Legendary Creature Artifact - Hero Robot

U.S.S. Enterprise-D, Galaxy-Class
Whenever one or more charge counters are put on U.S.S. Enterprise-D for the first time each turn, exile the top card of your library. You may play that card this turn.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying, vigilance
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying, vigilance
Legendary Artifact - Spacecraft

Draw
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Land
Hall of Storm Giants
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
: Add .
: Until end of turn, this land becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Land

Land
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Ramp
Artificer Class
(Gain the next level as a sorcery to add its ability.)
The first artifact spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.
: Level 3
At the beginning of your end step, create a token that's a copy of target artifact you control.
The first artifact spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.
: Level 3
At the beginning of your end step, create a token that's a copy of target artifact you control.
Enchantment - Class

Lost Jitte
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Legendary Artifact - Equipment

Ramp
(CTRL to add secondary)
Removal
Consider the Prime Directive
Choose one —
• Interfere — Counter target spell unless its controller pays .
• Observe — Tap up to one target creature and put a stun counter on it. Draw a card. (If a permanent with a stun counter would become untapped, remove one from it instead.)
• Interfere — Counter target spell unless its controller pays .
• Observe — Tap up to one target creature and put a stun counter on it. Draw a card. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Instant

Ertai Resurrected
Flash
When Ertai Resurrected enters, choose up to one —
• Counter target spell, activated ability, or triggered ability. Its controller draws a card.
• Destroy another target creature or planeswalker. Its controller draws a card.
When Ertai Resurrected enters, choose up to one —
• Counter target spell, activated ability, or triggered ability. Its controller draws a card.
• Destroy another target creature or planeswalker. Its controller draws a card.
Legendary Creature - Human Wizard Phyrexian

Fantastic Elasticity
Choose one —
• Return target nonland permanent to its owner's hand.
• Return target instant or sorcery card from your graveyard to your hand.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
• Return target nonland permanent to its owner's hand.
• Return target instant or sorcery card from your graveyard to your hand.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery

Kairi, the Swirling Sky
Flying, ward
When Kairi dies, choose one —
• Return any number of target nonland permanents with total mana value 6 or less to their owners' hands.
• Mill six cards, then return up to two instant and/or sorcery cards from your graveyard to your hand.
When Kairi dies, choose one —
• Return any number of target nonland permanents with total mana value 6 or less to their owners' hands.
• Mill six cards, then return up to two instant and/or sorcery cards from your graveyard to your hand.
Legendary Creature - Dragon Spirit

Umezawa's Jitte
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Legendary Artifact - Equipment

Removal
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Tokens
Lord Skitter's Butcher
When this creature enters, choose one —
• Create a 1/1 black Rat creature token with "This token can't block."
• You may sacrifice another creature. If you do, scry 2, then draw a card.
• Creatures you control gain menace until end of turn.
• Create a 1/1 black Rat creature token with "This token can't block."
• You may sacrifice another creature. If you do, scry 2, then draw a card.
• Creatures you control gain menace until end of turn.
Creature - Rat Peasant

Tokens
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Tutor
Tezzeret, Cruel Captain
Whenever an artifact you control enters, put a loyalty counter on Tezzeret.
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
Legendary Planeswalker - Tezzeret

Tutor
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Sideboard
Ember Island Production
Choose one —
• Create a token that's a copy of target creature you control, except it's not legendary and it's a 4/4 Hero in addition to its other types.
• Create a token that's a copy of target creature an opponent controls, except it's not legendary and it's a 2/2 Coward in addition to its other types.
• Create a token that's a copy of target creature you control, except it's not legendary and it's a 4/4 Hero in addition to its other types.
• Create a token that's a copy of target creature an opponent controls, except it's not legendary and it's a 2/2 Coward in addition to its other types.
Sorcery

Kimoyo Beads
At the beginning of your end step, choose one that hasn't been chosen —
• AV Bead — Draw a card.
• Communication Bead — Create two 1/1 white Soldier creature tokens.
• Prime Bead — You gain 3 life. Exile this artifact, then return it to the battlefield under its owner's control.
• AV Bead — Draw a card.
• Communication Bead — Create two 1/1 white Soldier creature tokens.
• Prime Bead — You gain 3 life. Exile this artifact, then return it to the battlefield under its owner's control.
Artifact

Life of Toshiro Umezawa
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Choose one —
• Target creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I, II — Choose one —
• Target creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Secret Identity
Choose one —
• Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof.
• Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
• Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof.
• Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
Instant

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Sideboard
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Maybeboard
Borg Queen, Perfection Manifest
Artifact creatures you control get +2/+0.
When Borg Queen enters, assimilate target creature card from an opponent's graveyard. (Put it onto the battlefield under your control with a +1/+1 counter. It's a Borg artifact creature and loses all other creature types.)
When Borg Queen enters, assimilate target creature card from an opponent's graveyard. (Put it onto the battlefield under your control with a +1/+1 counter. It's a Borg artifact creature and loses all other creature types.)
Legendary Creature Artifact - Noble Borg

Rogue Artificial Intelligence
When this creature enters, choose one —
• You gain 3 life.
• Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
• You gain 3 life.
• Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Creature Artifact - Construct

Season of Loss
Choose up to five worth of modes. You may choose the same mode more than once.
— Each player sacrifices a creature of their choice.
— Draw a card for each creature that died under your control this turn.
— Each opponent loses X life, where X is the number of creature cards in your graveyard.
— Each player sacrifices a creature of their choice.
— Draw a card for each creature that died under your control this turn.
— Each opponent loses X life, where X is the number of creature cards in your graveyard.
Sorcery

Vision, Synthezoid Avenger
Flying
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.)
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.)
Legendary Creature Artifact - Hero Robot

Will of the Abzan
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life.
• Return target creature card from your graveyard to the battlefield.
• Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life.
• Return target creature card from your graveyard to the battlefield.
Sorcery

Will of the Temur
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types.
• Target player draws cards equal to the greatest mana value among permanents you control.
• Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types.
• Target player draws cards equal to the greatest mana value among permanents you control.
Sorcery

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"DIMIR MEDICI\n\nSeven of Nine -- Dilemma Sequencing\n\n\n⟢✧⟣\n\nModal tribal decision control.\n\nSeven of Nine turns flexibility into material advantage. Every time we face a dilemma, Seven replaces the decision with another card, allowing us to play interaction whose value changes with the state of the game rather than committing ourselves to narrow answers in advance.\n\n60% Modal Control · 20% Artifact Intelligence · 20% Graveyard Recursion\n\nThere is no single \"correct\" sequence that this deck wants to repeat every game. Instead, Dimir Medici is trying to accumulate a broader and broader decision surface than the opponent has access to.\n\nThe longer the game continues, the harder it becomes to present us with a question for which we do not already possess an answer.\n\n◈ THE STRATEGY\n\nThe early turns are usually quiet.\n\nDevelop mana. Establish inexpensive infrastructure. Don't spend premium interaction simply because you can.\n\nDimir Medici is happiest when its cards remain ambiguous for as long as possible.\n\nOnce Seven enters the battlefield, ordinary modal spells begin doing something slightly obscene: they perform their normal function and replace themselves.\n\nThree Steps Ahead is no longer merely a counterspell.\n\nMystic Confluence is no longer merely a five-mana answer.\n\nDreamshackle Geist is no longer merely a tempo creature.\n\nEvery decision becomes velocity.\n\n⎯⎯⎯∘◦ ✾ ◦∘⎯⎯⎯\n\n◇ MULLIGAN DOCTRINE\n\nKEEP → Three lands, preferably both colors, plus interaction or infrastructure.\n\nMissing an early land drop hurts us considerably more than drawing land seven. Mana is not wasted here: excess mana becomes activated lands, expensive modal spells, recursion and the ability to advance our position while still representing interaction.\n\nDimir Medici would rather begin slightly overprepared than spend four turns begging the library for permission to play Magic.\n\n◇ TURNS I--III\n\nThese turns are about preserving optionality.\n\nDevelop. Observe. Interact only when something genuinely deserves it.\n\nThe threat of interaction is itself interaction.\n\nDon't empty your hand merely because you have playable cards.\n\n⎯⎯⎯∘◦ ✾ ◦∘⎯⎯⎯\n\n✦ DILEMMA SEQUENCING\n\nThe question is rarely:\n\nWhich mode is best?\n\nThe better question is:\n\nWhich mode preserves the greatest number of useful future states?\n\nSometimes that means choosing the apparently weaker mode because another resource remains untouched.\n\nSometimes it means spending more mana now.\n\nSometimes it means putting something deliberately into the graveyard because its second life will be more valuable than its first.\n\nSeven rewards decisions. Dimir Medici rewards sequences of decisions.\n\n⎯⎯⎯∘◦ ✾ ◦∘⎯⎯⎯\n\n⟡ ARTIFACT INTELLIGENCE\n\nThe machinery beneath the mansion walls.\n\n◌ GRAVEYARD RECURSION\n\nThe graveyard is the deck's second hand.\n\n⚠ WHAT TO WATCH FOR\n\nPROTECT → Seven when doing so is efficient.\nDON'T → protect Seven at the expense of losing the board.\nWATCH → UUU and BBB requirements when keeping utility-heavy hands.\nREAD → the board before choosing modes. Every time.\n\n⎯⎯⎯∘◦ ✾ ◦∘⎯⎯⎯\n\n♜ THE PHILOSOPHY\n\nEvery dilemma becomes knowledge.\n\nEvery piece of knowledge creates another possible choice.\n\nEventually the difference between you and your opponent is not merely that you possess more cards.\n\nYou have more futures available to you.\n\nThat is when Dimir Medici stops feeling like control and begins feeling like governance.\n\nWelcome to the Medici court.\n\n⟢✧⟣\n\n"}]}






























































































