Braddy_Buns
49 views38 hrs ago
Commander
Size: 100Salt sum: 46.83
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Tezzeret, Betrayer of Flesh
The first activated ability of an artifact you activate each turn costs less to activate.
+1: Draw two cards. Then discard two cards unless you discard an artifact card.
−2: Target artifact becomes an artifact creature. If it isn't a Vehicle, it has base power and toughness 4/4.
−6: You get an emblem with "Whenever an artifact you control becomes tapped, draw a card."
+1: Draw two cards. Then discard two cards unless you discard an artifact card.
−2: Target artifact becomes an artifact creature. If it isn't a Vehicle, it has base power and toughness 4/4.
−6: You get an emblem with "Whenever an artifact you control becomes tapped, draw a card."
Legendary Planeswalker - Tezzeret

Urza, Powerstone Prodigy
Vigilance
, : Draw a card, then discard a card.
Whenever you discard one or more artifact cards, create a tapped Powerstone token. This ability triggers only once each turn. (The token is an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
, : Draw a card, then discard a card.
Whenever you discard one or more artifact cards, create a tapped Powerstone token. This ability triggers only once each turn. (The token is an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
Legendary Creature - Human Artificer

Draw
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Land
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Protection
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Thran Spider
Reach
When this creature enters, you and target opponent each create a tapped Powerstone token.
: Look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
When this creature enters, you and target opponent each create a tapped Powerstone token.
: Look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature Artifact - Spider

Ramp
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Recursion
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Into the Flood Maw
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant

Mystic Reflection
Choose target nonlegendary creature. The next time one or more creatures or planeswalkers enter this turn, they enter as copies of the chosen creature.
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

Proteus Staff
, : Put target creature on the bottom of its owner's library. That creature's controller reveals cards from the top of their library until they reveal a creature card. The player puts that card onto the battlefield and the rest on the bottom of their library in any order. Activate only as a sorcery.
Artifact

Removal
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Thieving Skydiver
Kicker . X can't be 0. (You may pay an additional as you cast this spell.)
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Creature - Merfolk Rogue

Theft
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Mirrodin Besieged
As this enchantment enters, choose Mirran or Phyrexian.
• Mirran — Whenever you cast an artifact spell, create a 1/1 colorless Myr artifact creature token.
• Phyrexian — At the beginning of your end step, draw a card, then discard a card. Then if there are fifteen or more artifact cards in your graveyard, target opponent loses the game.
• Mirran — Whenever you cast an artifact spell, create a 1/1 colorless Myr artifact creature token.
• Phyrexian — At the beginning of your end step, draw a card, then discard a card. Then if there are fifteen or more artifact cards in your graveyard, target opponent loses the game.
Enchantment

Myr Battlesphere
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
Creature Artifact - Construct Myr

Tokens
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"I've long had a goal of building a commander around a legend from the reserve list, and "},{"insert":{"card-link":"Barrin, Master Wizard"}},{"insert":" was an easy choice (being a relatively affordable legend). His ability is intriguing, too - mono-blue aristocrats seems like a fun, underrepresented archetype. Unfortunately, there aren't many payoffs for sacrifice in blue, so this deck takes a different approach. I designed my Barrin deck using the "},{"attributes":{"link":"https://www.youtube.com/watch?v=Gsr2JVP3rjc&pp=ygURcmViZWxsIHNwaGVyZSBtdGc%3D"},"insert":"\"sphere grid\" method outlined by Rebell Lily"},{"insert":". I selected three main areas of focus, and to amplify the retro appeal of the old-school commander, I tried to focus on underplayed cards from days gone by:\nArtifact Tokens - Blue doesn't do aristocrats well, but it does a lot with artifacts. I leaned into the natural synergies of blue decks and stacked the deck with artifact token generators. Some, like "},{"insert":{"card-link":"Thopter Spy Network"}},{"insert":" , are already commander staples. Others, like "},{"insert":{"card-link":"Prototype Portal"}},{"insert":", are played dramatically less frequently. One of my favorite inclusions is "},{"insert":{"card-link":"Esoteric Duplicator"}},{"insert":" from The Big Score, which allows me to get additional uses out of the different scrap pieces Barrin uses to bounce problem creatures. I also run "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Big Mana - Barrin's ability is fairly mana-intensive, so the deck runs 40 lands and 13 sources of ramp. The amount of mana may seem excessive for a deck with an average mana value under 3, but those two-mana activations can really add up. Most of the focus is on cheap mana rocks to ensure Barrin arrives early and with enough mana to bounce himself, if need be. However, a powerful way to play out my commander while leaving mana available for interaction on my opponents' turns is through the surprising number of blue rituals. "},{"insert":{"card-link":"High Tide"}},{"insert":" is famous, sure, but I suspect folks are criminally underplaying "},{"insert":{"card-link":"Drain Power"}},{"insert":" and "},{"insert":{"card-link":"Energy Tap"}},{"insert":", both of which can allow for relatively big plays on my turn while still leaving lands open."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Control - At the end of the day, mono-blue remains best at control. Rather than permission-style control using counterspells, Barrin focuses on board manipulation. "},{"insert":{"card-link":"Propaganda"}},{"insert":"'s ability to turn combat away from me, but "},{"insert":{"card-link":"War Tax"}},{"insert":" allows me to prevent combat entirely for a single turn, with enough mana to sink in, negating opponents' attack triggers. Excess lands in hand are easily pitched to "},{"insert":{"card-link":"Chamber of Manipulation"}},{"insert":" to blank enemy attacks (or provide Barrin with yet more fodder). Board wipes are typically more one-sided, with "},{"insert":{"card-link":"Floodgate"}},{"insert":" preserving my blue creatures or "},{"insert":{"card-link":"Aetherize"}},{"insert":" punishing only those attacking me."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Closing out the game is usually a matter of letting my opponents defeat each other. Then, I can use Barrin's ability to keep the board clear long enough for my small blue creatures to chip in for the win. The deck packs a few alternate wincons, such as "},{"insert":{"card-link":"Mirrodin Besieged"}},{"insert":" and "},{"insert":{"card-link":"Mechanized Production"}},{"insert":", but combat remains a viable option - especially when using "},{"insert":{"card-link":"Mystic Reflection"}},{"insert":" on a "},{"insert":{"card-link":"Myr Battlesphere"}},{"insert":". Barrin's simple line of text allows the deck to treat almost every permanent as a modal effect - is a creature more effective as a blocker or an "},{"insert":{"card-link":"Aether Spellbomb"}},{"insert":"? Win or lose, the relative obscurity of the cards lead to a delightful play experience every time I bust the deck out.\n"}]}
































































