MadnessSquared
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Commander
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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"}]}
Commander
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Deadeye Navigator
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
Creature - Spirit

Thassa, Deep-Dwelling
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
Legendary Creature Enchantment - God

Blink
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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 .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

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.)
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

Copy
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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.)
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

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.)
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

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
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

ETB
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Finisher
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Land
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Mass Disruption
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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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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.
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

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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Targeted Disruption
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Deck Info
Deck stats
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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"}]}































































