82 views13 days ago
Commander
Size: 100Salt sum: 64.3
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MadnessSquared

82 views13 days ago
Commander
Size: 100Salt sum: 64.3

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{"ops":[{"insert":"Jill, Shiva's Dominant — Frozen in Time"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Jill, Shiva's Dominant leads a mono-blue blink-control deck built around repeatable enter-the-battlefield (ETB) effects, card advantage, and tempo-based disruption.\nBy repeatedly blinking our creatures, we reuse powerful abilities to draw cards, bounce opposing permanents, control combat, and recover valuable spells from our graveyard. Meanwhile, a suite of counterspells and defensive effects keeps opponents from developing their boards faster than we can manage them.\nOur goal is to establish a reliable value engine, control the pace of the game, and eventually overwhelm the table with accumulated resources and powerful late-game plays.\n"},{"attributes":{"bold":true},"insert":"Primary themes:"},{"insert":" Blink, ETB value, control, card draw, bounce, extra turns.\nThe Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Early Game — Establish Our Resources"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our early game focuses on developing mana, finding lands, and establishing card advantage.\nPonder, Preordain, Brainstorm, and Opt help smooth our draws, while Mystic Remora and Faerie Mastermind provide ongoing card advantage. Sol Ring, Arcane Signet, and Sapphire Medallion accelerate our development and help us deploy multiple spells in a turn.\nJill is also a useful early play. Her ETB ability lets us return a nonland permanent to its owner's hand, allowing us to disrupt an opponent while developing our own board.\nWe don't need to rush into deploying every engine piece. Establishing our mana and maintaining the ability to interact with opponents is often more important.\nMid Game — Build the Blink Engine"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The mid game is where our deck begins generating substantial advantage.\nOur repeatable blink engines include:\n"},{"attributes":{"bold":true},"insert":"Thassa, Deep-Dwelling:"},{"insert":" Blinks a creature at the beginning of our end step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Conjurer's Closet:"},{"insert":" Provides another repeatable end-step blink effect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Deadeye Navigator:"},{"insert":" Allows us to repeatedly blink a paired creature by paying mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Displacer Kitten:"},{"insert":" Turns our noncreature spells into opportunities to blink our other nonland permanents."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ghostly Flicker, Displace, Blur, Essence Flux, and Planar Incision:"},{"insert":" Provide additional blink effects for reusing ETB abilities or protecting important permanents."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Our best targets depend on the situation.\nAether Channeler provides flexible utility, Mulldrifter generates card advantage, Floodpits Drowner disrupts opposing creatures, and Scourge of Fleets can return multiple opposing creatures to their owners' hands.\nArchaeomancer, Snapcaster Mage, and Quistis Trepe give us ways to reuse instants and sorceries from our graveyard, while Panharmonicon amplifies our ETB value.\nLate Game — Take Control"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Once our engines are established, we aim to turn incremental advantage into an overwhelming lead.\nHullbreaker Horror turns our stream of spells into repeatable disruption. High Tide can generate a large amount of mana in a single turn, allowing us to deploy multiple spells or resolve a powerful finisher while retaining interaction.\nExpropriate is our primary dedicated extra-turn payoff. When cast from a position of strength, it can generate an overwhelming advantage through extra turns or by taking valuable opposing permanents.\nSummon: Valefor, Scourge of Fleets, and Hullbreaker Horror provide additional ways to pressure opponents while we maintain control of the board.\nOur objective is to keep opponents off balance until our accumulated resources and threats make victory inevitable.\nKey Synergies"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Panharmonicon + ETB Creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Panharmonicon doubles qualifying triggered abilities caused by artifacts and creatures entering under our control.\nWith Jill, Aether Channeler, Mulldrifter, Floodpits Drowner, or Scourge of Fleets, this can generate additional interaction, cards, or board disruption.\nThe result is that a single creature entering the battlefield can provide substantially more value than usual.\nDeadeye Navigator + ETB Creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Soulbond Deadeye Navigator with a creature that has a useful ETB ability. By paying two mana, we can repeatedly exile and return the paired creature.\nExcellent targets include Aether Channeler, Mulldrifter, Archaeomancer, and Floodpits Drowner.\nThis engine can generate repeatable card advantage or disruption, although it requires a significant mana investment to sustain.\nDisplacer Kitten + Cheap Spells"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Displacer Kitten rewards us for casting noncreature spells by allowing us to blink another nonland permanent.\nOur many cantrips, counterspells, and utility spells make it easy to trigger the Kitten repeatedly. We can reuse ETB abilities, protect certain permanents from targeted removal, or generate additional value while progressing our game plan.\nArchaeomancer + Ghostly Flicker"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Archaeomancer can return Ghostly Flicker from our graveyard when it enters the battlefield. Ghostly Flicker can then blink Archaeomancer alongside another eligible artifact, creature, or land.\nWith sufficient mana and suitable targets, this provides repeatable value. High Tide can make these sequences particularly powerful when we have enough Islands to exploit its mana production.\nSnapcaster Mage and Quistis Trepe + Graveyard Value"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Snapcaster Mage grants flashback to an instant or sorcery card in our graveyard, while Quistis Trepe offers another way to reuse valuable spells through her ETB ability.\nThese effects let us recover important interaction, card draw, and utility spells after their initial use. Planar Incision, Ghostly Flicker, and our counterspells can all become valuable resources to access again when the situation calls for them.\nRemember that Snapcaster Mage's granted flashback and Quistis Trepe's casting ability have their own costs and timing restrictions. We should prioritise the spell that provides the greatest advantage in the current game state.\nScourge of Fleets + A High Island Count"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Scourge of Fleets can return opposing creatures with toughness less than or equal to the number of Islands we control to their owners' hands.\nBecause our mana base is heavily blue, Scourge can act as a devastating one-sided tempo swing. Blinking it lets us reuse its ETB ability, potentially clearing opposing boards multiple times while leaving our own creatures in play.\nThis is one of our strongest ways to recover from an opponent who has developed a large creature presence.\nJill + Blink Effects"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Jill's ETB ability provides repeatable interaction by returning a nonland permanent to its owner's hand.\nBlinking Jill lets us reuse this ability, while Panharmonicon can double the trigger. This gives us a flexible way to disrupt opposing engines, temporarily remove problematic permanents, and clear obstacles from our path.\nWinning the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"1. Overwhelming Value"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our primary route to victory is generating more resources than our opponents can keep up with. Repeated ETB effects, card draw, and spell recursion allow us to maintain a steady stream of interaction and threats.\nEventually, opponents run out of meaningful ways to keep pace.\n2. Expropriate"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Expropriate is our main late-game payoff. Its extra turns and potential to take control of opposing permanents can create a decisive advantage.\nIt is strongest when we already have a developed board or a reliable source of pressure. Whenever possible, retain counterspell protection before committing to this powerful spell.\n3. Hullbreaker Horror Control"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Hullbreaker Horror transforms our spells into repeatable disruption. By alternating between noncreature spells and other spells, we can repeatedly bounce opposing permanents or protect our own important pieces.\nOnce opponents have been sufficiently disrupted, Hullbreaker Horror's substantial body becomes a major threat in combat.\n4. Creature-Based Pressure"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Summon: Valefor, Scourge of Fleets, and our other creatures help turn our established advantage into damage.\nWe don't need to rush into combat. Instead, we should attack when opponents are unable to make favourable blocks or when our control over the board gives us a clear advantage.\nInteraction and Protection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our interaction package is designed to prevent opponents from executing their plans while preserving our own engines.\n"},{"attributes":{"bold":true},"insert":"Counterspells:"},{"insert":" Counterspell, Arcane Denial, Mana Drain, Swan Song, An Offer You Can't Refuse, and Negate protect our engines and stop dangerous opposing spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Creature removal:"},{"insert":" Pongify, Rapid Hybridization, and Reality Shift answer troublesome creatures efficiently."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bounce and board control:"},{"insert":" Jill, Floodpits Drowner, Scourge of Fleets, Evacuation, Perplexing Test, and Raise the Palisade help manage opposing boards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Tempo plays:"},{"insert":" Snap can disrupt an opponent while potentially refunding mana when targeting an appropriate creature."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Protection:"},{"insert":" Lightning Greaves, Swiftfoot Boots, Essence Flux, Blur, Displace, and Planar Incision can help protect or reuse important creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We should avoid spending interaction on every minor threat. Prioritise spells that threaten our engines, prevent us from winning, or would put an opponent significantly ahead.\nMulligan Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for opening hands that combine reliable mana development with card selection or an early source of advantage.\n"},{"attributes":{"bold":true},"insert":"Good keeps generally contain:"},{"insert":"\nTwo to four lands, ideally with reliable blue mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At least one early cantrip, card-advantage engine, or ramp piece."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A reasonable curve that allows us to develop without sacrificing all our interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Consider mulliganing:"},{"insert":"\nHands with too few lands and no meaningful card selection."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands containing several expensive spells but no early plays."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands dominated by situational board wipes without a way to establish our own advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Our priority is to reach the mid game with enough mana, cards, and flexibility to establish a blink engine.\nFinal Thoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Jill, Shiva's Dominant rewards patience, sequencing, and careful resource management. Our strength lies in making ordinary creatures generate extraordinary value, then using blue interaction to preserve that advantage.\nWith repeatable blink effects, powerful ETB creatures, graveyard recursion, and a flexible control package, we can dictate the pace of the game and gradually exhaust our opponents' resources.\nWe don't have to be the fastest deck at the table. We simply need to survive long enough for our engines to take over.\n"},{"attributes":{"bold":true},"insert":"Blink repeatedly. Control the board. Freeze the game in our favour."},{"attributes":{"header":1},"insert":"\n"}]}
Jill, Shiva's Dominant
When Jill enters, return up to one other target nonland permanent to its owner's hand.
,
: Exile Jill, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Human Warrior Noble
Jill, Shiva's Dominant // Shiva, Warden of Ice (fin) 58Jill, Shiva's Dominant // Shiva, Warden of Ice (fin) 58

Commander

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Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (soc) 188
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (frc) 39
Candlekeep Sage
Commander creatures you own have "When this creature enters or leaves the battlefield, draw a card."
Legendary Enchantment - Background
Candlekeep Sage (clb) 60
Dour Port-Mage
Whenever one or more other creatures you control leave the battlefield without dying, draw a card.
,
: Return another target creature you control to its owner's hand.
Creature - Wizard Frog
Dour Port-Mage (blb) 47
Faerie Mastermind
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
Creature - Rogue Faerie
Faerie Mastermind (soc) 114
Mystic Remora
Cumulative upkeep
(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
Enchantment
Mystic Remora (dmr) 59
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
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (tdc) 159
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

Card Advantage

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Starfield Vocalist
If a permanent entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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 - Human Bard
Starfield Vocalist (eoe) 78

Copy

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Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (trc) 438

Draw

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Aether Channeler
When this creature enters, choose one —
• Create a 1/1 white Bird creature token with flying.
• Return another target nonland permanent to its owner's hand.
• Draw a card.
Creature - Human Wizard
Aether Channeler (j25) 283
Archaeomancer
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Human Wizard
Archaeomancer (j25) 285
Fear of Sleep Paralysis
Flying
Eerie — Whenever this creature or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it.
Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.)
Creature Enchantment - Nightmare
Fear of Sleep Paralysis (dsc) 12
Floodpits Drowner
Flash
Vigilance
When this creature enters, tap target creature an opponent controls and put a stun counter on it.
,
: Shuffle this creature and target creature with a stun counter on it into their owners' libraries.
Creature - Merfolk
Floodpits Drowner (dsk) 59
Mulldrifter
Flying
When this creature enters, draw two cards.
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental
Mulldrifter (ecc) 67
Phyrexian Metamorph
(
can be paid with either
or 2 life.)
You may have this creature enter as a copy of any artifact or creature on the battlefield, except it's an artifact in addition to its other types.
Creature Artifact - Shapeshifter Phyrexian
Phyrexian Metamorph (eoc) 75
Quistis Trepe
Blue Magic — When Quistis Trepe enters, you may cast target instant or sorcery card from a graveyard, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead.
Legendary Creature - Human Wizard
Quistis Trepe (fin) 66
Scourge of Fleets
When this creature enters, return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Creature - Kraken
Scourge of Fleets (cmr) 403
Snapcaster Mage
Flash
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Creature - Human Wizard
Snapcaster Mage (inr) 478
Solemn Simulacrum
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Creature Artifact - Golem
Solemn Simulacrum (msc) 215
Summon: Valefor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands.
II, III, IV — Tap up to one target creature and put a stun counter on it.
Flying
Creature Enchantment - Saga Drake
Summon: Valefor (fic) 42
Ultimecia, Temporal Threat
When Ultimecia enters, tap all creatures your opponents control.
Whenever a creature you control deals combat damage to a player, draw a card.
Legendary Creature - Human Warlock
Ultimecia, Temporal Threat (fin) 556

ETB

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Candlekeep Inspiration
Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards you own in exile and in your graveyard that are instant cards, are sorcery cards, and/or have an Adventure.
Sorcery
Candlekeep Inspiration (clb) 59
Expropriate
Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.
Sorcery
Expropriate (plst) CN2-30

Finisher

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Castle Vantress
This land enters tapped unless you control an Island.
: Add
.
,
: Scry 2.
Land
Castle Vantress (dsc) 267
Island
(
: Add
.)
Basic Land - Island
Island (mdd) 294
Minamo, School at Water's Edge
: Add
.
,
: Untap target legendary permanent.
Legendary Land
Minamo, School at Water's Edge (plst) CHK-279
Mistrise Village
This land enters tapped unless you control a Mountain or a Forest.
: Add
.
,
: The next spell you cast this turn can't be countered.
Land
Mistrise Village (tdm) 261
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
Nykthos, Shrine to Nyx
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
Legendary Land
Nykthos, Shrine to Nyx (plst) THS-223
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (trc) 551
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
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (trc) 552
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (soc) 422

Land

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Evacuation
Return all creatures to their owners' hands.
Instant
Evacuation (m3c) 184
Perplexing Test
Choose one —
• Return all creature tokens to their owners' hands.
• Return all nontoken creatures to their owners' hands.
Instant
Perplexing Test (moc) 229
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (msc) 151
Raise the Palisade
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
Sorcery
Raise the Palisade (msc) 278

Mass Disruption

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Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (msc) 202
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.)
Artifact - Equipment
Swiftfoot Boots (trc) 501

Protection

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (moc) 348
Eluge, the Shoreless Sea
Eluge's power and toughness are each equal to the number of Islands you control.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs
(or
) less to cast for each land you control with a flood counter on it.
Legendary Creature - Elemental Fish
Eluge, the Shoreless Sea (blb) 49
High Tide
Until end of turn, whenever a player taps an Island for mana, that player adds an additional
.
Instant
High Tide (dmr) 286
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.
Artifact
Midnight Clock (drc) 79
Sapphire Medallion
Blue spells you cast cost
less to cast.
Artifact
Sapphire Medallion (mh3) 296
Sol Ring
: Add
.
Artifact
Sol Ring (plst) CMD-261
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (scd) 285

Ramp

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An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fic) 267
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (msc) 147
Counterspell
Counter target spell.
Instant
Counterspell (fdc) 61
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Creature - Horror Kraken
Hullbreaker Horror (inr) 68
Imprisoned in the Moon
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with "
: Add
" and loses all other card types and abilities.
Enchantment - Aura
Imprisoned in the Moon (inr) 69
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (2x2) 57
Negate
Counter target noncreature spell.
Instant
Negate (trc) 439
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (trc) 441
Rapid Hybridization
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
Instant
Rapid Hybridization (soc) 198
Reality Shift
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant
Reality Shift (soc) 199
Snap
Return target creature to its owner's hand. Untap up to two lands.
Instant
Snap (woc) 110
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (eoc) 46

Targeted Disruption

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 2 cards
67 pips - 53 cards
37 mana - 37 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
9 mana - 8 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Jill, Shiva's Dominant — Frozen in Time"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Jill, Shiva's Dominant leads a mono-blue blink-control deck built around repeatable enter-the-battlefield (ETB) effects, card advantage, and tempo-based disruption.\nBy repeatedly blinking our creatures, we reuse powerful abilities to draw cards, bounce opposing permanents, control combat, and recover valuable spells from our graveyard. Meanwhile, a suite of counterspells and defensive effects keeps opponents from developing their boards faster than we can manage them.\nOur goal is to establish a reliable value engine, control the pace of the game, and eventually overwhelm the table with accumulated resources and powerful late-game plays.\n"},{"attributes":{"bold":true},"insert":"Primary themes:"},{"insert":" Blink, ETB value, control, card draw, bounce, extra turns.\nThe Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Early Game — Establish Our Resources"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our early game focuses on developing mana, finding lands, and establishing card advantage.\nPonder, Preordain, Brainstorm, and Opt help smooth our draws, while Mystic Remora and Faerie Mastermind provide ongoing card advantage. Sol Ring, Arcane Signet, and Sapphire Medallion accelerate our development and help us deploy multiple spells in a turn.\nJill is also a useful early play. Her ETB ability lets us return a nonland permanent to its owner's hand, allowing us to disrupt an opponent while developing our own board.\nWe don't need to rush into deploying every engine piece. Establishing our mana and maintaining the ability to interact with opponents is often more important.\nMid Game — Build the Blink Engine"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The mid game is where our deck begins generating substantial advantage.\nOur repeatable blink engines include:\n"},{"attributes":{"bold":true},"insert":"Thassa, Deep-Dwelling:"},{"insert":" Blinks a creature at the beginning of our end step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Conjurer's Closet:"},{"insert":" Provides another repeatable end-step blink effect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Deadeye Navigator:"},{"insert":" Allows us to repeatedly blink a paired creature by paying mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Displacer Kitten:"},{"insert":" Turns our noncreature spells into opportunities to blink our other nonland permanents."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ghostly Flicker, Displace, Blur, Essence Flux, and Planar Incision:"},{"insert":" Provide additional blink effects for reusing ETB abilities or protecting important permanents."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Our best targets depend on the situation.\nAether Channeler provides flexible utility, Mulldrifter generates card advantage, Floodpits Drowner disrupts opposing creatures, and Scourge of Fleets can return multiple opposing creatures to their owners' hands.\nArchaeomancer, Snapcaster Mage, and Quistis Trepe give us ways to reuse instants and sorceries from our graveyard, while Panharmonicon amplifies our ETB value.\nLate Game — Take Control"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Once our engines are established, we aim to turn incremental advantage into an overwhelming lead.\nHullbreaker Horror turns our stream of spells into repeatable disruption. High Tide can generate a large amount of mana in a single turn, allowing us to deploy multiple spells or resolve a powerful finisher while retaining interaction.\nExpropriate is our primary dedicated extra-turn payoff. When cast from a position of strength, it can generate an overwhelming advantage through extra turns or by taking valuable opposing permanents.\nSummon: Valefor, Scourge of Fleets, and Hullbreaker Horror provide additional ways to pressure opponents while we maintain control of the board.\nOur objective is to keep opponents off balance until our accumulated resources and threats make victory inevitable.\nKey Synergies"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Panharmonicon + ETB Creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Panharmonicon doubles qualifying triggered abilities caused by artifacts and creatures entering under our control.\nWith Jill, Aether Channeler, Mulldrifter, Floodpits Drowner, or Scourge of Fleets, this can generate additional interaction, cards, or board disruption.\nThe result is that a single creature entering the battlefield can provide substantially more value than usual.\nDeadeye Navigator + ETB Creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Soulbond Deadeye Navigator with a creature that has a useful ETB ability. By paying two mana, we can repeatedly exile and return the paired creature.\nExcellent targets include Aether Channeler, Mulldrifter, Archaeomancer, and Floodpits Drowner.\nThis engine can generate repeatable card advantage or disruption, although it requires a significant mana investment to sustain.\nDisplacer Kitten + Cheap Spells"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Displacer Kitten rewards us for casting noncreature spells by allowing us to blink another nonland permanent.\nOur many cantrips, counterspells, and utility spells make it easy to trigger the Kitten repeatedly. We can reuse ETB abilities, protect certain permanents from targeted removal, or generate additional value while progressing our game plan.\nArchaeomancer + Ghostly Flicker"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Archaeomancer can return Ghostly Flicker from our graveyard when it enters the battlefield. Ghostly Flicker can then blink Archaeomancer alongside another eligible artifact, creature, or land.\nWith sufficient mana and suitable targets, this provides repeatable value. High Tide can make these sequences particularly powerful when we have enough Islands to exploit its mana production.\nSnapcaster Mage and Quistis Trepe + Graveyard Value"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Snapcaster Mage grants flashback to an instant or sorcery card in our graveyard, while Quistis Trepe offers another way to reuse valuable spells through her ETB ability.\nThese effects let us recover important interaction, card draw, and utility spells after their initial use. Planar Incision, Ghostly Flicker, and our counterspells can all become valuable resources to access again when the situation calls for them.\nRemember that Snapcaster Mage's granted flashback and Quistis Trepe's casting ability have their own costs and timing restrictions. We should prioritise the spell that provides the greatest advantage in the current game state.\nScourge of Fleets + A High Island Count"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Scourge of Fleets can return opposing creatures with toughness less than or equal to the number of Islands we control to their owners' hands.\nBecause our mana base is heavily blue, Scourge can act as a devastating one-sided tempo swing. Blinking it lets us reuse its ETB ability, potentially clearing opposing boards multiple times while leaving our own creatures in play.\nThis is one of our strongest ways to recover from an opponent who has developed a large creature presence.\nJill + Blink Effects"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Jill's ETB ability provides repeatable interaction by returning a nonland permanent to its owner's hand.\nBlinking Jill lets us reuse this ability, while Panharmonicon can double the trigger. This gives us a flexible way to disrupt opposing engines, temporarily remove problematic permanents, and clear obstacles from our path.\nWinning the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"1. Overwhelming Value"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our primary route to victory is generating more resources than our opponents can keep up with. Repeated ETB effects, card draw, and spell recursion allow us to maintain a steady stream of interaction and threats.\nEventually, opponents run out of meaningful ways to keep pace.\n2. Expropriate"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Expropriate is our main late-game payoff. Its extra turns and potential to take control of opposing permanents can create a decisive advantage.\nIt is strongest when we already have a developed board or a reliable source of pressure. Whenever possible, retain counterspell protection before committing to this powerful spell.\n3. Hullbreaker Horror Control"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Hullbreaker Horror transforms our spells into repeatable disruption. By alternating between noncreature spells and other spells, we can repeatedly bounce opposing permanents or protect our own important pieces.\nOnce opponents have been sufficiently disrupted, Hullbreaker Horror's substantial body becomes a major threat in combat.\n4. Creature-Based Pressure"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Summon: Valefor, Scourge of Fleets, and our other creatures help turn our established advantage into damage.\nWe don't need to rush into combat. Instead, we should attack when opponents are unable to make favourable blocks or when our control over the board gives us a clear advantage.\nInteraction and Protection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our interaction package is designed to prevent opponents from executing their plans while preserving our own engines.\n"},{"attributes":{"bold":true},"insert":"Counterspells:"},{"insert":" Counterspell, Arcane Denial, Mana Drain, Swan Song, An Offer You Can't Refuse, and Negate protect our engines and stop dangerous opposing spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Creature removal:"},{"insert":" Pongify, Rapid Hybridization, and Reality Shift answer troublesome creatures efficiently."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bounce and board control:"},{"insert":" Jill, Floodpits Drowner, Scourge of Fleets, Evacuation, Perplexing Test, and Raise the Palisade help manage opposing boards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Tempo plays:"},{"insert":" Snap can disrupt an opponent while potentially refunding mana when targeting an appropriate creature."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Protection:"},{"insert":" Lightning Greaves, Swiftfoot Boots, Essence Flux, Blur, Displace, and Planar Incision can help protect or reuse important creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We should avoid spending interaction on every minor threat. Prioritise spells that threaten our engines, prevent us from winning, or would put an opponent significantly ahead.\nMulligan Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for opening hands that combine reliable mana development with card selection or an early source of advantage.\n"},{"attributes":{"bold":true},"insert":"Good keeps generally contain:"},{"insert":"\nTwo to four lands, ideally with reliable blue mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At least one early cantrip, card-advantage engine, or ramp piece."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A reasonable curve that allows us to develop without sacrificing all our interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Consider mulliganing:"},{"insert":"\nHands with too few lands and no meaningful card selection."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands containing several expensive spells but no early plays."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands dominated by situational board wipes without a way to establish our own advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Our priority is to reach the mid game with enough mana, cards, and flexibility to establish a blink engine.\nFinal Thoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Jill, Shiva's Dominant rewards patience, sequencing, and careful resource management. Our strength lies in making ordinary creatures generate extraordinary value, then using blue interaction to preserve that advantage.\nWith repeatable blink effects, powerful ETB creatures, graveyard recursion, and a flexible control package, we can dictate the pace of the game and gradually exhaust our opponents' resources.\nWe don't have to be the fastest deck at the table. We simply need to survive long enough for our engines to take over.\n"},{"attributes":{"bold":true},"insert":"Blink repeatedly. Control the board. Freeze the game in our favour."},{"attributes":{"header":1},"insert":"\n"}]}
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