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Commander
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Protoflip

121 views7 days ago
Commander
Size: 100Salt sum: 46.1

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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.
Legendary Creature - Cat Warlock
Y'shtola, Night's Blessed (fic) 7

Commander

(Ctrl to add secondary)
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.)
Enchantment
Black Market Connections (msc) 155
Curiosity
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Enchantment - Aura
Curiosity (plst) 8ED-72
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."
Enchantment - Aura
Helm of the Ghastlord (plst) SHM-166
Idyllic Tutor
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Sorcery
Idyllic Tutor (thb) 24
Ophidian Eye
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Enchantment - Aura
Ophidian Eye (plst) TSP-70
Phyrexian Arena
At the beginning of your upkeep, you draw a card and lose 1 life.
Enchantment
Phyrexian Arena (fdn) 180
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (j22) 114
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.
Legendary Planeswalker - Jace
The Theorist, Jace Beleren (fra) 43

Draw

(Ctrl to add secondary)
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.
Creature - Archon
Archon of Sun's Grace (soc) 137
Cliffhaven Vampire
Flying
Whenever you gain life, each opponent loses 1 life.
Creature - Vampire Warrior Ally
Cliffhaven Vampire (ogw) 153
Curse of Fool's Wisdom
Enchant player
Whenever enchanted player draws a card, they lose 2 life and you gain 2 life.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Enchantment - Aura Curse
Curse of Fool's Wisdom (c19) 16
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.)
Enchantment - Aura Curse
Curse of Leeches // Leeching Lurker (mid) 94Curse of Leeches // Leeching Lurker (mid) 94
Enduring Tenacity
Whenever you gain life, target opponent loses that much life.
When Enduring Tenacity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Snake Glimmer
Enduring Tenacity (dsk) 95
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.
Legendary Creature - Human Warlock
Eriette of the Charmed Apple (soc) 307
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.
Legendary Creature - Wizard Cat
G'raha Tia, Scion Reborn (fic) 3
Grim Guardian
Constellation — Whenever this creature or another enchantment you control enters, each opponent loses 1 life.
Creature Enchantment - Zombie
Grim Guardian (jou) 73
Marauding Blight-Priest
Whenever you gain life, each opponent loses 1 life.
Creature - Vampire Cleric
Marauding Blight-Priest (fdn) 178
Sanguine Bond
Whenever you gain life, target opponent loses that much life.
Enchantment
Sanguine Bond (ltc) 208
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.
Enchantment - Aura
Steel of the Godhead (plst) SHM-150
Vito, Thorn of the Dusk Rose
Whenever you gain life, target opponent loses that much life.
: Creatures you control gain lifelink until end of turn.
Legendary Creature - Vampire Cleric
Vito, Thorn of the Dusk Rose (j25) 71

Engine

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Debt to the Deathless
Each opponent loses two times X life. You gain life equal to the life lost this way.
Sorcery
Debt to the Deathless (rvr) 176
Exsanguinate
Each opponent loses X life. You gain life equal to the life lost this way.
Sorcery
Exsanguinate (fic) 276
Wound Reflection
At the beginning of each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
Enchantment
Wound Reflection (who) 223

Finisher

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Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mh2) 436
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 216
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (trc) 521
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (fra) 176
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
: Add
or
.
Land
Drowned Catacomb (trc) 525
Emergence Zone
: Add
.
,
, Sacrifice this land: You may cast spells this turn as though they had flash.
Land
Emergence Zone (war) 245
Fetid Heath
: Add
.
,
: Add
,
, or
.
Land
Fetid Heath (frc) 72
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 436
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (trc) 535
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (trk) 285
Hall of Heliod's Generosity
: Add
.
,
: Put target enchantment card from your graveyard on top of your library.
Legendary Land
Hall of Heliod's Generosity (dsc) 283
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (trk) 286
Ishgard, the Holy See
This land enters tapped.
: Add
.
Land - Town
Ishgard, the Holy See // Faith & Grief (fin) 283
Island
(
: Add
.)
Basic Land - Island
Island (mdd) 294
Isolated Chapel
This land enters tapped unless you control a Plains or a Swamp.
: Add
or
.
Land
Isolated Chapel (trc) 539
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 437
Plains
(
: Add
.)
Basic Land - Plains
Plains (mdd) 292
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 438
Raffine's Tower
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Swamp
Raffine's Tower (snc) 254
Scrubland
(
: Add
or
.)
Land - Plains Swamp
Scrubland (3ed) 286
Shattered Sanctum
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shattered Sanctum (sos) 260
Shipwreck Marsh
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shipwreck Marsh (fra) 189
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (mdd) 296
Tundra
(
: Add
or
.)
Land - Plains Island
Tundra (3ed) 289
Underground Sea
(
: Add
or
.)
Land - Island Swamp
Underground Sea (3ed) 290
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
Legendary Land
Urborg, Tomb of Yawgmoth (tsr) 287
Waterlogged Teachings
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle.
Instant
Waterlogged Teachings // Inundated Archive (mh3) 261Waterlogged Teachings // Inundated Archive (mh3) 261
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (trk) 306
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239

Land

(Ctrl to add secondary)
Absorb
Counter target spell. You gain 3 life.
Instant
Absorb (dmr) 354
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.)
Creature Enchantment - Nightmare
Fear of Impostors (dsk) 57
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (frc) 25
Greater Auramancy
Other enchantments you control have shroud. (A permanent with shroud can't be the target of spells or abilities.)
Enchanted creatures you control have shroud.
Enchantment
Greater Auramancy (shm) 7
Kaya's Ghostform
Enchant creature or planeswalker you control
When enchanted permanent dies or is put into exile, return that card to the battlefield under your control.
Enchantment - Aura
Kaya's Ghostform (plst) WAR-94
Timely Ward
You may cast this spell as though it had flash if it targets a commander.
Enchant creature
Enchanted creature has indestructible.
Enchantment - Aura
Timely Ward (dsc) 107
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.)
Instant
Ultimate Magic: Holy (fic) 32

Protection

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (trc) 485
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (frc) 53
Bender's Waterskin
Untap this artifact during each other player's untap step.
: Add one mana of any color.
Artifact
Bender's Waterskin (tla) 255
Geist of Saint Thalia
Flying
Noncreature spells you cast cost
less to cast.
Legendary Creature - Cleric Spirit
Geist of Saint Thalia (fra) 214
Inquisitive Glimmer
Enchantment spells you cast cost
less to cast.
Unlock costs you pay cost
less.
Creature Enchantment - Fox Glimmer
Inquisitive Glimmer (dsk) 217
Orzhov Signet
,
: Add
.
Artifact
Orzhov Signet (tdc) 323
Sol Ring
: Add
.
Artifact
Sol Ring (trc) 499
Starfield Mystic
Enchantment spells you cast cost
less to cast.
Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on this creature.
Creature - Human Cleric
Starfield Mystic (soc) 177
Talisman of Dominance
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Dominance (trc) 505
Talisman of Hierarchy
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Hierarchy (trc) 506
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (trc) 508
The Wind Crystal
White spells you cast cost
less to cast.
If you would gain life, you gain twice that much life instead.
,
: Creatures you control gain flying and lifelink until end of turn.
Legendary Artifact
The Wind Crystal (fin) 43

Ramp

(Ctrl to add secondary)
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
Sorcery
Austere Command (trc) 418
Banishing Light
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Enchantment
Banishing Light (hoc) 161
Bound in Gold
Enchant permanent
Enchanted permanent can't attack, block, or crew Vehicles, and its activated abilities can't be activated unless they're mana abilities.
Enchantment - Aura
Bound in Gold (khm) 5
Cast Out
Flash
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Cast Out (drc) 64
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.
Enchantment
Detention Sphere (rtr) 155
Faith's Fetters
Enchant permanent
When this Aura enters, you gain 4 life.
Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
Enchantment - Aura
Faith's Fetters (j25) 195
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) 358
Minimus Containment
Enchant nonland permanent
Enchanted permanent is a Treasure artifact with "
, Sacrifice this artifact: Add one mana of any color," and it loses all other abilities. (If it was a creature, it's no longer a creature.)
Enchantment - Aura
Minimus Containment (clb) 34
Oblivion Ring
When this enchantment enters, exile another target nonland permanent.
When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Enchantment
Oblivion Ring (plst) LRW-34
Observed Stasis
Flash
Enchant creature an opponent controls
When this Aura enters, remove enchanted creature from combat. Then draw a card for each tapped creature its controller controls.
Enchanted creature loses all abilities and can't attack or block.
Enchantment - Aura
Observed Stasis (fic) 40
Sheltered by Ghosts
Enchant creature you control
When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.
Enchanted creature gets +1/+0 and has lifelink and ward
.
Enchantment - Aura
Sheltered by Ghosts (soc) 171
Snuff Out
If you control a Swamp, you may pay 4 life rather than pay this spell's mana cost.
Destroy target nonblack creature. It can't be regenerated.
Instant
Snuff Out (fic) 285
Stab Wound
Enchant creature
Enchanted creature gets -2/-2.
At the beginning of the upkeep of enchanted creature's controller, that player loses 2 life.
Enchantment - Aura
Stab Wound (rvr) 93
Stasis Snare
Flash (You may cast this spell any time you could cast an instant.)
When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield.
Enchantment
Stasis Snare (fdn) 581
Toxic Deluge
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
Sorcery
Toxic Deluge (trc) 448
Void Rend
This spell can't be countered.
Destroy target nonland permanent.
Instant
Void Rend (fic) 331

Removal

(Ctrl to add secondary)
High Fae Trickster
Flash (You may cast this spell any time you could cast an instant.)
Flying
You may cast spells as though they had flash.
Creature - Wizard Faerie
High Fae Trickster (fdn) 40
Leyline of Anticipation
If this card is in your opening hand, you may begin the game with it on the battlefield.
You may cast spells as though they had flash.
Enchantment
Leyline of Anticipation (clb) 726
Replenish
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
Sorcery
Replenish (uds) 15
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.
Enchantment
Starfield of Nyx (cmm) 840
Sun Titan
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Creature - Giant
Sun Titan (trc) 428
Valley Floodcaller
Flash
You may cast noncreature spells as though they had flash.
Whenever you cast a noncreature spell, Birds, Frogs, Otters, and Rats you control get +1/+1 until end of turn. Untap them.
Creature - Wizard Otter
Valley Floodcaller (blb) 79
Vedalken Orrery
You may cast spells as though they had flash.
Artifact
Vedalken Orrery (2x2) 317

Utility

(Ctrl to add secondary)
Aetherflux Reservoir
Whenever you cast a spell, you gain 1 life for each spell you've cast this turn.
Pay 50 life: This artifact deals 50 damage to any target.
Artifact
Aetherflux Reservoir (plst) KLD-192
Doomwake Giant
Constellation — Whenever this creature or another enchantment you control enters, creatures your opponents control get -1/-1 until end of turn.
Creature Enchantment - Giant
Doomwake Giant (soc) 212

Sideboard

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Deck Info

Deck stats

39 pips - 32 cards
26 mana - 24 cards
24 pips - 20 cards
18 mana - 18 cards
29 pips - 23 cards
23 mana - 21 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
9 mana - 8 cards
CategoriesQtyOdds
Click charts to focus on cards
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"}]}
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