Protoflip
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Commander
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{"ops":[{"insert":"NIGHT'S BLESSED HEXBOOK\nY'shtola enchantment drain\n\nWHAT THIS DECK IS\nAn Esper warlock enchantment deck led by [[Y'shtola, Night's Blessed]]. It does three things: drain life, hex threats and curse players. This is a control deck: it answers threats one at a time with 16 removal spells, 12 of them hexes (removal enchantments and Auras), rather than locking anyone out. With 32 enchantments, almost every card you play feeds the engine. No attack taxes, no stax, no infinite combos: opponents can always cast their spells and attack, but expect their best threats to get hexed, and most spells you cast cost them life.\n\nHOW IT WINS\nAlmost every enchantment costs 3 or more, so each one triggers Y'shtola: 2 damage to each opponent, 2 life for you. The deck stacks drain on top of that:\n• [[Grim Guardian]]: each opponent loses 1 whenever an enchantment enters.\n• [[Eriette of the Charmed Apple]]: drains each opponent for every Aura you control at your end step.\n• [[Cliffhaven Vampire]] and [[Marauding Blight-Priest]]: each opponent loses 1 whenever you gain life.\n• [[Archon of Sun's Grace]]: a lifelinking Pegasus for nearly every enchantment you play.\n• [[Enduring Tenacity]], [[Sanguine Bond]] and [[Vito, Thorn of the Dusk Rose]]: turn your lifegain into damage at an opponent.\n• [[The Wind Crystal]]: doubles that lifegain.\nFrom turn 8 on, the deck typically deals 11-16 damage per opponent per round, and far more once an amplifier or [[Wound Reflection]] is out. [[Debt to the Deathless]] and [[Exsanguinate]] finish the game.\n\nTHE HEXES\nRemoval is mostly enchantments, so it keeps working after it resolves:\n• Exile: [[Banishing Light]], [[Oblivion Ring]], [[Detention Sphere]], [[Cast Out]], [[Stasis Snare]], [[Sheltered by Ghosts]].\n• Shut down: [[Observed Stasis]], [[Faith's Fetters]], [[Imprisoned in the Moon]], [[Minimus Containment]], [[Bound in Gold]].\n• Bleed: [[Stab Wound]] shrinks a creature, and if it survives, its controller loses 2 every upkeep.\nEvery hex counts for Eriette and Grim Guardian, and with Eriette out, no creature wearing your Aura can attack you. [[Starfield of Nyx]] can bring a lost hex back, and after a board wipe [[Replenish]] returns every enchantment at once, so the exile hexes trigger again.\n\nTHE CURSES\n• [[Curse of Leeches]]: each upkeep, the cursed player loses 1 and you gain 1.\n• [[Curse of Fool's Wisdom]]: whenever the cursed player draws a card, they lose 2 and you gain 2.\nBoth are Auras for Eriette, and every bit of life they give you feeds Cliffhaven, Blight-Priest and the amplifiers.\nNote: Curse of Leeches uses day/night. If a turn passes in which the active player casts no spells, it becomes night and the curse turns into a 4/4 lifelink creature until someone casts two spells in a turn.\n\nKEY INTERACTION: LIFELINK ON Y'SHTOLA\n[[Sheltered by Ghosts]], [[Steel of the Godhead]] and Vito's ability all give Y'shtola lifelink. Lifelink works on all damage, not just combat, so every spell costing 3+ now gains you 8 life instead of 2 (2 damage to each of three opponents, plus her own 2).\n• With Cliffhaven Vampire or Blight-Priest: 2 extra damage to each opponent per spell, per creature, because lifelink and her own lifegain are separate events.\n• With an amplifier: 8 extra damage at an opponent per spell, or 16 with The Wind Crystal.\nSteel of the Godhead also makes her a 4/6 that can't be blocked. She attacks every turn without tapping (vigilance), and [[Curiosity]], [[Ophidian Eye]] and [[Helm of the Ghastlord]] draw on that combat damage too.\nThis is the deck's most explosive line; if it ends games too quickly for your table, cut Vito first, then one of the lifelink Auras.\nTip: put the Auras on Y'shtola before [[Greater Auramancy]], which gives her shroud once she wears an Aura.\n\nGAMEPLAN\n1. Turns 1-4, set up: 2-mana rocks put Y'shtola out on turn 3. Add cost reducers ([[Starfield Mystic]], [[Inquisitive Glimmer]], [[Geist of Saint Thalia]]) and card draw (Curiosity, Ophidian Eye, [[Rhystic Study]], [[The Theorist, Jace Beleren]]). The reducers make spells cheaper but keep their mana value at 3+, so they still trigger Y'shtola.\n2. Midgame, play on their turns: hold up mana and hex threats at instant speed with Cast Out, Stasis Snare and Observed Stasis. [[Leyline of Anticipation]], [[Vedalken Orrery]] and [[High Fae Trickster]] let you cast every hex at instant speed, for extra Y'shtola triggers every round.\n3. Late game, burst: once an amplifier is out, every lifegain becomes damage, and a big Debt to the Deathless ends the game.\n\nDEFENCE\nThe deck is hard to attack, but never locks anyone out:\n• Hexes deal with the biggest threats, and Eriette stops every creature wearing your Aura from attacking you or your planeswalkers.\n• [[G'raha Tia, Scion Reborn]] turns life into blockers: once each turn, pay life equal to a noncreature spell's mana value for a Hero with that many +1/+1 counters, a 4/4 for every 3-mana spell.\n• Archon's Pegasi, Cliffhaven Vampire and Jace's Illusions block too, and your life total keeps climbing.\n• [[Ultimate Magic: Holy]] keeps your board alive through a \"destroy\" wipe, and cast from exile it also prevents all damage to you for a turn.\nProtect Y'shtola: Greater Auramancy gives her shroud once she wears an Aura, [[Timely Ward]] makes her indestructible at instant speed, and [[Kaya's Ghostform]] brings her straight back if she's destroyed or exiled (leave her in the graveyard or exile instead of moving her to the command zone).\nAgainst fast, aggressive decks, hex their biggest threats early: there are no punishers to fall back on.\n\nGROUND RULES\n• 1 Game Changer (Rhystic Study). Bracket 3.\n• No [[Exquisite Blood]]: with any amplifier it's an infinite combo.\n• No attack taxes, goad or political tricks: the deck wins on its own engine.\n\nMULLIGAN\nKeep 3+ lands with at least two colours, plus a 2-mana rock or reducer. A card-draw Aura or a cheap hex makes it a great keep. Don't keep hands that rely on 5-6 drops.\n\nSIDEBOARD\n• [[Doomwake Giant]]: for tables with lots of small creatures.\n• [[Aetherflux Reservoir]]: an extra finisher for tables where games stall with everyone at low life.\n"}]}
Y'shtola, Night's Blessed
Vigilance
At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card.
Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life.
At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card.
Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life.
Legendary Creature - Cat Warlock

Commander
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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

Helm of the Ghastlord
Enchant creature
As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, draw a card."
As long as enchanted creature is black, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, that player discards a card."
As long as enchanted creature is blue, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, draw a card."
As long as enchanted creature is black, it gets +1/+1 and has "Whenever this creature deals damage to an opponent, that player discards a card."
Enchantment - Aura

The Theorist, Jace Beleren
At the beginning of each opponent's draw step, you draw a card.
+1: Create a 1/1 blue Illusion creature token.
−2: For each opponent, return up to one target artifact or creature that player controls to its owner's hand.
−6: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand.
+1: Create a 1/1 blue Illusion creature token.
−2: For each opponent, return up to one target artifact or creature that player controls to its owner's hand.
−6: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand.
Legendary Planeswalker - Jace

Draw
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Archon of Sun's Grace
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature - Archon

Curse of Leeches
Enchant player
As this permanent transforms into Curse of Leeches, attach it to a player.
At the beginning of enchanted player's upkeep, they lose 1 life and you gain 1 life.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
As this permanent transforms into Curse of Leeches, attach it to a player.
At the beginning of enchanted player's upkeep, they lose 1 life and you gain 1 life.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Enchantment - Aura Curse


Eriette of the Charmed Apple
Each creature that's enchanted by an Aura you control can't attack you or planeswalkers you control.
At the beginning of your end step, each opponent loses X life and you gain X life, where X is the number of Auras you control.
At the beginning of your end step, each opponent loses X life and you gain X life, where X is the number of Auras you control.
Legendary Creature - Human Warlock

G'raha Tia, Scion Reborn
Lifelink
Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn.
Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn.
Legendary Creature - Wizard Cat

Steel of the Godhead
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
Enchantment - Aura

Engine
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Finisher
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Land
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Fear of Impostors
Flash
When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Creature Enchantment - Nightmare

Ultimate Magic: Holy
Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Protection
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Ramp
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Detention Sphere
When this enchantment enters, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent.
When this enchantment leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
When this enchantment leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
Enchantment

Removal
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Starfield of Nyx
At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield.
As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
Enchantment

Utility
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Sideboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"NIGHT'S BLESSED HEXBOOK\nY'shtola enchantment drain\n\nWHAT THIS DECK IS\nAn Esper warlock enchantment deck led by [[Y'shtola, Night's Blessed]]. It does three things: drain life, hex threats and curse players. This is a control deck: it answers threats one at a time with 16 removal spells, 12 of them hexes (removal enchantments and Auras), rather than locking anyone out. With 32 enchantments, almost every card you play feeds the engine. No attack taxes, no stax, no infinite combos: opponents can always cast their spells and attack, but expect their best threats to get hexed, and most spells you cast cost them life.\n\nHOW IT WINS\nAlmost every enchantment costs 3 or more, so each one triggers Y'shtola: 2 damage to each opponent, 2 life for you. The deck stacks drain on top of that:\n• [[Grim Guardian]]: each opponent loses 1 whenever an enchantment enters.\n• [[Eriette of the Charmed Apple]]: drains each opponent for every Aura you control at your end step.\n• [[Cliffhaven Vampire]] and [[Marauding Blight-Priest]]: each opponent loses 1 whenever you gain life.\n• [[Archon of Sun's Grace]]: a lifelinking Pegasus for nearly every enchantment you play.\n• [[Enduring Tenacity]], [[Sanguine Bond]] and [[Vito, Thorn of the Dusk Rose]]: turn your lifegain into damage at an opponent.\n• [[The Wind Crystal]]: doubles that lifegain.\nFrom turn 8 on, the deck typically deals 11-16 damage per opponent per round, and far more once an amplifier or [[Wound Reflection]] is out. [[Debt to the Deathless]] and [[Exsanguinate]] finish the game.\n\nTHE HEXES\nRemoval is mostly enchantments, so it keeps working after it resolves:\n• Exile: [[Banishing Light]], [[Oblivion Ring]], [[Detention Sphere]], [[Cast Out]], [[Stasis Snare]], [[Sheltered by Ghosts]].\n• Shut down: [[Observed Stasis]], [[Faith's Fetters]], [[Imprisoned in the Moon]], [[Minimus Containment]], [[Bound in Gold]].\n• Bleed: [[Stab Wound]] shrinks a creature, and if it survives, its controller loses 2 every upkeep.\nEvery hex counts for Eriette and Grim Guardian, and with Eriette out, no creature wearing your Aura can attack you. [[Starfield of Nyx]] can bring a lost hex back, and after a board wipe [[Replenish]] returns every enchantment at once, so the exile hexes trigger again.\n\nTHE CURSES\n• [[Curse of Leeches]]: each upkeep, the cursed player loses 1 and you gain 1.\n• [[Curse of Fool's Wisdom]]: whenever the cursed player draws a card, they lose 2 and you gain 2.\nBoth are Auras for Eriette, and every bit of life they give you feeds Cliffhaven, Blight-Priest and the amplifiers.\nNote: Curse of Leeches uses day/night. If a turn passes in which the active player casts no spells, it becomes night and the curse turns into a 4/4 lifelink creature until someone casts two spells in a turn.\n\nKEY INTERACTION: LIFELINK ON Y'SHTOLA\n[[Sheltered by Ghosts]], [[Steel of the Godhead]] and Vito's ability all give Y'shtola lifelink. Lifelink works on all damage, not just combat, so every spell costing 3+ now gains you 8 life instead of 2 (2 damage to each of three opponents, plus her own 2).\n• With Cliffhaven Vampire or Blight-Priest: 2 extra damage to each opponent per spell, per creature, because lifelink and her own lifegain are separate events.\n• With an amplifier: 8 extra damage at an opponent per spell, or 16 with The Wind Crystal.\nSteel of the Godhead also makes her a 4/6 that can't be blocked. She attacks every turn without tapping (vigilance), and [[Curiosity]], [[Ophidian Eye]] and [[Helm of the Ghastlord]] draw on that combat damage too.\nThis is the deck's most explosive line; if it ends games too quickly for your table, cut Vito first, then one of the lifelink Auras.\nTip: put the Auras on Y'shtola before [[Greater Auramancy]], which gives her shroud once she wears an Aura.\n\nGAMEPLAN\n1. Turns 1-4, set up: 2-mana rocks put Y'shtola out on turn 3. Add cost reducers ([[Starfield Mystic]], [[Inquisitive Glimmer]], [[Geist of Saint Thalia]]) and card draw (Curiosity, Ophidian Eye, [[Rhystic Study]], [[The Theorist, Jace Beleren]]). The reducers make spells cheaper but keep their mana value at 3+, so they still trigger Y'shtola.\n2. Midgame, play on their turns: hold up mana and hex threats at instant speed with Cast Out, Stasis Snare and Observed Stasis. [[Leyline of Anticipation]], [[Vedalken Orrery]] and [[High Fae Trickster]] let you cast every hex at instant speed, for extra Y'shtola triggers every round.\n3. Late game, burst: once an amplifier is out, every lifegain becomes damage, and a big Debt to the Deathless ends the game.\n\nDEFENCE\nThe deck is hard to attack, but never locks anyone out:\n• Hexes deal with the biggest threats, and Eriette stops every creature wearing your Aura from attacking you or your planeswalkers.\n• [[G'raha Tia, Scion Reborn]] turns life into blockers: once each turn, pay life equal to a noncreature spell's mana value for a Hero with that many +1/+1 counters, a 4/4 for every 3-mana spell.\n• Archon's Pegasi, Cliffhaven Vampire and Jace's Illusions block too, and your life total keeps climbing.\n• [[Ultimate Magic: Holy]] keeps your board alive through a \"destroy\" wipe, and cast from exile it also prevents all damage to you for a turn.\nProtect Y'shtola: Greater Auramancy gives her shroud once she wears an Aura, [[Timely Ward]] makes her indestructible at instant speed, and [[Kaya's Ghostform]] brings her straight back if she's destroyed or exiled (leave her in the graveyard or exile instead of moving her to the command zone).\nAgainst fast, aggressive decks, hex their biggest threats early: there are no punishers to fall back on.\n\nGROUND RULES\n• 1 Game Changer (Rhystic Study). Bracket 3.\n• No [[Exquisite Blood]]: with any amplifier it's an infinite combo.\n• No attack taxes, goad or political tricks: the deck wins on its own engine.\n\nMULLIGAN\nKeep 3+ lands with at least two colours, plus a 2-mana rock or reducer. A card-draw Aura or a cheap hex makes it a great keep. Don't keep hands that rely on 5-6 drops.\n\nSIDEBOARD\n• [[Doomwake Giant]]: for tables with lots of small creatures.\n• [[Aetherflux Reservoir]]: an extra finisher for tables where games stall with everyone at low life.\n"}]}





















































































