Lex54
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Commander
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{"ops":[{"insert":"Welcome to my Blue deck that i built for my personal 32 deck challenge, it is a Neerdiv Devious Diver self-mill/mill combo deck.\n\nThe main combo is pretty simple, draw into or tutor for Freed from the Reel or Pemmin's Aura, then again tutor, draw or recure Relic of legends, or Paradise mantle (Cozy Headphones), to start and infinite loop where Neerdiv taps for a Blue mana, to mill someone for at least 2, then using that Blue to untap Neerdiv and repeat, to mill out each of your opponents before passing the turn. For a more garanteed ending, if you have Jace, Lab man, or Thoracle in your hand you can mill your self out as well, and draw to win the game before passing your turn. \nThe secondary combo is a dedicated backup but i have used it a couple of times, if you happen upon Intruder alarm, and Deep root pilgrimage, as well as relic or mantle, you can now tap Neerdiv for a Blue, and make a 1/1 Merfolk that riggers intruder alarm, untapping Neerdiv, then repeat the same strategy as above.\n\nThe deck is self contained, so i have won many games by simple milling myself manually to then play a finisher, or milling out each appointment manually.\n\nTutors for What (What each tutor grabs when playing optimally)\nTolaria West -> Paradise Mantle\nMystical Tutor -> Most games it is a free tutor for whatever you want/need\nPersonal Tutor -> Recall (dedicated recursion for if all finishers get milled)\nDrift of Phantasms -> Relic of legends, Emry Lurker of the loch, Freed from the reel, or Pemmin's Aura\nSolve the Equation -> any of the other tutors besides Tolarian, or whatever is needed in the moment\n\nHope this deck helps some people get into some combos, as i feel the combos are easy and very consistent once they are found. \n\nHappy Milling :)\n"}]}
Commander
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Scavenged Brawler
Flying, vigilance, trample, lifelink
, Exile this card from your graveyard: Choose target creature. Put four +1/+1 counters, a flying counter, a vigilance counter, a trample counter, and a lifelink counter on that creature. Activate only as a sorcery.
, Exile this card from your graveyard: Choose target creature. Put four +1/+1 counters, a flying counter, a vigilance counter, a trample counter, and a lifelink counter on that creature. Activate only as a sorcery.
Creature Artifact - Construct

Counters
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River Kelpie
Whenever this creature or another permanent enters from a graveyard, draw a card.
Whenever a player casts a spell from a graveyard, draw a card.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Whenever a player casts a spell from a graveyard, draw a card.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature - Beast

Start the TARDIS
Surveil 2, then draw a card. You may planeswalk. (To 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.)
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Sorcery

Subterranean Schooner
Whenever this Vehicle attacks, target creature that crewed it this turn explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
Crew 1
Crew 1
Artifact - Vehicle

Draw
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Land
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Pemmin's Aura
Enchant creature
: Untap enchanted creature.
: Enchanted creature gains flying until end of turn.
: Enchanted creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
: Enchanted creature gets +1/-1 or -1/+1 until end of turn.
: Untap enchanted creature.
: Enchanted creature gains flying until end of turn.
: Enchanted creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
: Enchanted creature gets +1/-1 or -1/+1 until end of turn.
Enchantment - Aura

Thassa's Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Creature - Wizard Merfolk

Main Combo
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Ramp
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Archmage's Newt
Whenever this creature deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback until end of turn instead if this creature is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Saddle 3
Saddle 3
Creature - Salamander Mount

Emry, Lurker of the Loch
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
Legendary Creature - Wizard Merfolk

Gale, Waterdeep Prodigy
Whenever you cast an instant or sorcery spell from your hand, you may cast up to one target card of the other type from your graveyard. If a spell cast from your graveyard this way would be put into your graveyard, exile it instead.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Wizard

Mission Briefing
Surveil 2, then choose an instant or sorcery card in your graveyard. You may cast it this turn. If that spell would be put into your graveyard, exile it instead. (To 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.)
Instant

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

Sphinx of Forgotten Lore
Flash (You may cast this spell any time you could cast an instant.)
Flying
Whenever this creature attacks, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to that card's mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Flying
Whenever this creature attacks, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to that card's mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Creature - Sphinx

Sword of Once and Future
Equipped creature gets +2/+2 and has protection from blue and from black.
Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Equip
Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Equip
Artifact - Equipment

Recursion
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Removal
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Secondary Combo
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Tutor
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Untap
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Welcome to my Blue deck that i built for my personal 32 deck challenge, it is a Neerdiv Devious Diver self-mill/mill combo deck.\n\nThe main combo is pretty simple, draw into or tutor for Freed from the Reel or Pemmin's Aura, then again tutor, draw or recure Relic of legends, or Paradise mantle (Cozy Headphones), to start and infinite loop where Neerdiv taps for a Blue mana, to mill someone for at least 2, then using that Blue to untap Neerdiv and repeat, to mill out each of your opponents before passing the turn. For a more garanteed ending, if you have Jace, Lab man, or Thoracle in your hand you can mill your self out as well, and draw to win the game before passing your turn. \nThe secondary combo is a dedicated backup but i have used it a couple of times, if you happen upon Intruder alarm, and Deep root pilgrimage, as well as relic or mantle, you can now tap Neerdiv for a Blue, and make a 1/1 Merfolk that riggers intruder alarm, untapping Neerdiv, then repeat the same strategy as above.\n\nThe deck is self contained, so i have won many games by simple milling myself manually to then play a finisher, or milling out each appointment manually.\n\nTutors for What (What each tutor grabs when playing optimally)\nTolaria West -> Paradise Mantle\nMystical Tutor -> Most games it is a free tutor for whatever you want/need\nPersonal Tutor -> Recall (dedicated recursion for if all finishers get milled)\nDrift of Phantasms -> Relic of legends, Emry Lurker of the loch, Freed from the reel, or Pemmin's Aura\nSolve the Equation -> any of the other tutors besides Tolarian, or whatever is needed in the moment\n\nHope this deck helps some people get into some combos, as i feel the combos are easy and very consistent once they are found. \n\nHappy Milling :)\n"}]}



































































