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Commander
Size: 100Salt sum: 77.41
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bUwUts

89 views3 days ago
Commander
Size: 100Salt sum: 77.41

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{"ops":[{"insert":"This deck is built for Blue lovers (and haters) by a Blue lover. It has a little bit of everything that makes Blue great - card draw, mill, control, inevitability and resource generation. If you've never Blued yourself before, I recommend Blueing yourself on this deck.\n\nAt first glance, this may look like a mill deck. There are certainly enough mill cards to support that theory. Then you notice the equipment package and it starts looking like Voltron. Keep reading and you discover self-draw win conditions. Keep reading even longer and suddenly there are thopters, token generators, and ways to steal entire boards. In reality, none of those are the deck. This is a resource engine deck.\n\nEverything in the list exists to generate resources, multiply resources, protect resources, or eventually convert those resources into whichever victory condition makes the most sense. The deck's philosophy is simple: slow the game down, accumulate overwhelming card advantage, and transform that advantage into the path of victory that the table leaves open.\n\nThe deck revolves around "},{"attributes":{"bold":true},"insert":"Gadwick, the Wizened"},{"insert":". Most players look at Gadwick and see a draw spell attached to a creature. This deck treats him very differently. Gadwick is simultaneously card draw, board control, a Voltron threat, and a mana sink. Every time he enters the battlefield he refills your hand. Every cheap blue spell becomes a way to tap opposing creatures. Every recast generates additional value. Unlike most commanders, Gadwick remains useful at every stage of the game.\n\nEarly in the game, the goal is fairly simple. Develop mana through "},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":", "},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"insert":", "},{"attributes":{"bold":true},"insert":"Sapphire Medallion"},{"insert":", and utility lands while setting up future value engines. Gadwick is ideally cast as early as possible, even if that means drawing only a few cards. The important part is getting him onto the battlefield. Once Gadwick is active, every cantrip and interaction spell suddenly performs double duty. "},{"attributes":{"bold":true},"insert":"Opt"},{"insert":", "},{"attributes":{"bold":true},"insert":"Ponder"},{"insert":", counterspells, bounce spells, and removal all advance your game plan while simultaneously tapping down opposing creatures. This is where the first layer of control begins.\n\nMost blue control decks leave mana untapped and wait for opponents to make mistakes. Gadwick prefers something much more proactive. By repeatedly casting cheap spells, you can manipulate combat, remove blockers, and create openings for attacks while continuing to advance your own position. The deck can effectively influence combat across the entire table without committing significant resources.\nAs the game progresses, Gadwick becomes increasingly valuable to recast. Unlike many commanders that become prohibitively expensive after removal, Gadwick actively benefits from larger mana investments. Drawing three cards is good. Drawing seven cards is often game-changing. Drawing ten cards is frequently enough to put the game out of reach. Because of this, cards such as "},{"attributes":{"bold":true},"insert":"Displacer Kitten"},{"insert":", "},{"attributes":{"bold":true},"insert":"Riptide Laboratory"},{"insert":", and other bounce effects effectively become additional draw engines. Returning Gadwick to your hand is often not a setback. It is simply preparing for a larger refill. Every deck has a \"pet card\". This deck's pet card is Shadow of the Second Sun. It WANTS the Blue player to aggressively cast in their first pre-combat main phase so it can untap after, allowing traditional \"pass and go\" type of Blue play that others hate.\n\nCard advantage serves as the deck's primary currency. "},{"attributes":{"bold":true},"insert":"Rhystic Study"},{"insert":", "},{"attributes":{"bold":true},"insert":"Wizard Class"},{"insert":", "},{"attributes":{"bold":true},"insert":"Verity Circle"},{"insert":", "},{"attributes":{"bold":true},"insert":"Folio of Fancies"},{"insert":", "},{"attributes":{"bold":true},"insert":"Thopter Spy Network"},{"insert":", and Gadwick himself all contribute to a game plan centered around seeing more cards than everyone else. The goal is not simply to draw cards for the sake of drawing cards. The goal is to hit land drops every turn, continuously develop mana, maintain interaction, and ensure that answers are always available. Once multiple draw engines are operating simultaneously, it becomes extremely difficult for opponents to keep pace.\n\nThe deck is also deliberately designed to accumulate value through permanents that are difficult to answer efficiently. Enchantments such as "},{"attributes":{"bold":true},"insert":"Court of Cunning"},{"insert":", "},{"attributes":{"bold":true},"insert":"Court of Vantress"},{"insert":", "},{"attributes":{"bold":true},"insert":"Psychic Corrosion"},{"insert":", "},{"attributes":{"bold":true},"insert":"Sphinx's Tutelage"},{"insert":", "},{"attributes":{"bold":true},"insert":"Teferi's Tutelage"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Fraying Sanity"},{"insert":" continue generating value turn after turn without requiring additional investment. Copy effects such as "},{"attributes":{"bold":true},"insert":"Copy Enchantment"},{"insert":", "},{"attributes":{"bold":true},"insert":"Mirrormade"},{"insert":", "},{"attributes":{"bold":true},"insert":"Estrid's Invocation"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Court of Vantress"},{"insert":" allow the deck to duplicate whichever permanent is currently providing the most value. This creates a battlefield where every turn cycle generates more resources than the last.\n\nThe stax package exists for a very specific reason. This is not a fast deck. It is not attempting to win on turn four. It is not attempting to combo immediately. Instead, the deck wants time.\n"},{"attributes":{"bold":true},"insert":"Winter Moon"},{"insert":", "},{"attributes":{"bold":true},"insert":"Static Orb"},{"insert":", "},{"attributes":{"bold":true},"insert":"Opposition"},{"insert":", and additional taxation effects such as "},{"attributes":{"bold":true},"insert":"Propaganda"},{"insert":" slow opponents down long enough for your engine to take over. These cards are not present to prevent other players from participating in the game. They are present to make sure everyone is playing at the same speed. Since Gadwick generates significantly more value than most commanders over time, extending the game naturally benefits you more than everyone else. Eventually all of these resources need to become a win.\n\nThe deck has several ways to accomplish that. The most obvious is mill.\n"},{"attributes":{"bold":true},"insert":"Bruvac the Grandiloquent"},{"insert":", "},{"attributes":{"bold":true},"insert":"Court of Cunning"},{"insert":", "},{"attributes":{"bold":true},"insert":"Fraying Sanity"},{"insert":", "},{"attributes":{"bold":true},"insert":"Maddening Cacophony"},{"insert":", "},{"attributes":{"bold":true},"insert":"Psychic Corrosion"},{"insert":", "},{"attributes":{"bold":true},"insert":"Sphinx's Tutelage"},{"insert":", "},{"attributes":{"bold":true},"insert":"Teferi's Tutelage"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Jace, Memory Adept"},{"insert":" form a surprisingly dangerous mill package. What makes this package powerful is that it naturally benefits from everything the deck already wants to do. Drawing cards fuels mill. Copying enchantments increases mill. Long games increase mill. Nothing about the strategy requires changing how the deck normally operates. \n\nVoltron serves as another path to victory. "},{"attributes":{"bold":true},"insert":"Blackblade Reforged"},{"insert":", "},{"attributes":{"bold":true},"insert":"Empyrial Plate"},{"insert":", "},{"attributes":{"bold":true},"insert":"Runechanter's Pike"},{"insert":", "},{"attributes":{"bold":true},"insert":"Whispersilk Cloak"},{"insert":", "},{"attributes":{"bold":true},"insert":"Aqueous Form"},{"insert":", "},{"attributes":{"bold":true},"insert":"Security Bypass"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Rogue's Passage"},{"insert":" can transform Gadwick from a value engine into a legitimate threat. Since Gadwick naturally wants you to draw large numbers of cards and accumulate mana, equipment that scales from hand size or board development becomes extremely effective. The same cantrips and interaction used to control the board also remove blockers through Gadwick's tap ability, making commander damage a realistic way to eliminate players.\nThe deck can also win by simply drawing itself out.\n\n"},{"attributes":{"bold":true},"insert":"Laboratory Maniac"},{"insert":", "},{"attributes":{"bold":true},"insert":"Jace, Wielder of Mysteries"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Triskaidekaphile"},{"insert":" reward the deck for doing something it already wants to do: draw cards. Unlike dedicated combo decks, these cards are not the primary objective. Instead, they function as alternative victories that naturally emerge from normal gameplay. If Gadwick has drawn half your deck and the game is still going, there is a good chance one of these cards will eventually end it.\n\nThere is even a go-wide backup plan. "},{"attributes":{"bold":true},"insert":"Minn, Wily Illusionist"},{"insert":", "},{"attributes":{"bold":true},"insert":"Thopter Spy Network"},{"insert":", "},{"attributes":{"bold":true},"insert":"Opposition"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Mass Manipulation"},{"insert":" allow the deck to generate board presence and win through traditional combat. While this is generally the least common victory path, it provides an important angle of attack when opponents are prepared for mill or commander damage. \n\nFinally, there are the late-game, classic Blue (and colorless?) haymakers. "},{"attributes":{"bold":true},"insert":"Hullbreaker Horror"},{"insert":", "},{"attributes":{"bold":true},"insert":"Omniscience"},{"insert":", "},{"attributes":{"bold":true},"insert":"Mass Manipulation"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Kozilek, Butcher of Truth"},{"insert":" exist to capitalize on the absurd amounts of mana and card advantage the deck can eventually generate. These are not the cards that make the deck function. They are the cards that punish opponents for allowing the engine to function for too long. Kozilek is also there in case you self mill a little too aggressively without having a win on on the board. \n\nUltimately, this deck wins the same way all great Blue control decks win: inevitability. More cards. More mana. More options. More engines. More resources. The objective is not to decide how you will win before the game starts. The objective is to survive long enough that the table eventually realizes they can no longer stop whichever win condition you decide to pursue.\n\nIn the end, Gadwick doesn't care whether victory comes through mill, commander damage, overwhelming card advantage, an army of tokens, or drawing the entire library. The king simply waits. Eventually, knowledge wins.\n"}]}
Gadwick, the Wizened
When Gadwick enters, draw X cards.
Whenever you cast a blue spell, tap target nonland permanent an opponent controls.
Legendary Creature - Human Wizard
Gadwick, the Wizened (plst) ELD-48

Commander

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Iron Maiden
At the beginning of each opponent's upkeep, this artifact deals X damage to that player, where X is the number of cards in their hand minus 4.
Artifact
Iron Maiden (ulg) 127
Psychosis Crawler
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand.
Whenever you draw a card, each opponent loses 1 life.
Creature Artifact - Horror Phyrexian
Psychosis Crawler (fdc) 280

Burn

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Copy Enchantment
You may have this enchantment enter as a copy of any enchantment on the battlefield.
Enchantment
Copy Enchantment (rvr) 312
Court of Vantress
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, choose up to one other target enchantment or artifact. If you're the monarch, you may create a token that's a copy of it. If you're not the monarch, you may have this enchantment become a copy of it, except it has this ability.
Enchantment
Court of Vantress (woc) 22
Estrid's Invocation
You may have this enchantment enter as a copy of an enchantment you control, except it has "At the beginning of your upkeep, you may exile this enchantment. If you do, return it to the battlefield under its owner's control."
Enchantment
Estrid's Invocation (mh3) 269
Mirrormade
You may have this enchantment enter as a copy of any artifact or enchantment on the battlefield.
Enchantment
Mirrormade (dsc) 120
Wizard's Staff
Equipped creature has prowess. (Whenever its controller casts a noncreature spell, that creature gets +1/+1 until end of turn.)
If a triggered ability of equipped creature triggers, that ability triggers an additional time.
Equip Wizard

Equip
Artifact - Equipment
Wizard's Staff (hob) 59

Copy

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Folio of Fancies
Players have no maximum hand size.
,
: Each player draws X cards.
,
: Each opponent mills cards equal to the number of cards in their hand.
Artifact - Book
Folio of Fancies (eld) 46
Jace, Wielder of Mysteries
If you would draw a card while your library has no cards in it, you win the game instead.
+1: Target player mills two cards. Draw a card.
−8: Draw seven cards. Then if your library has no cards in it, you win the game.
Legendary Planeswalker - Jace
Jace, Wielder of Mysteries (plst) WAR-54
Kozilek, Butcher of Truth
When you cast this spell, draw four cards.
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Kozilek is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Legendary Creature - Eldrazi
Kozilek, Butcher of Truth (2x2) 2
Opt
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
Instant
Opt (tdc) 158
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (j22) 114
Sea Gate Restoration
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
Sorcery
Sea Gate Restoration // Sea Gate, Reborn (znr) 76Sea Gate Restoration // Sea Gate, Reborn (znr) 76
Shadow of the Second Sun
Enchant player
At the beginning of each of enchanted player's postcombat main phases, there is an additional beginning phase after this phase. (The end step happens after the added untap, upkeep, and draw steps.)
Enchantment - Aura
Shadow of the Second Sun (mh3) 402
Thopter Spy Network
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
Enchantment
Thopter Spy Network (drc) 83
Triskaidekaphile
You have no maximum hand size.
At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game.
: Draw a card.
Creature - Human Wizard
Triskaidekaphile (blc) 178
Verity Circle
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card.
: Tap target creature without flying.
Enchantment
Verity Circle (voc) 116
Wizard Class
(Gain the next level as a sorcery to add its ability.)
You have no maximum hand size.
: Level 2
When this Class becomes level 2, draw two cards.
: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.
Enchantment - Class
Wizard Class (blc) 112

Draw

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Aqueous Form
Enchant creature
Enchanted creature can't be blocked.
Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Enchantment - Aura
Aqueous Form (cmr) 56
Security Bypass
Enchant creature
As long as enchanted creature is attacking alone, it can't be blocked.
Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)
Enchantment - Aura
Security Bypass (snc) 59

Evasion

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Laboratory Maniac
If you would draw a card while your library has no cards in it, you win the game instead.
Creature - Human Wizard
Laboratory Maniac (inr) 359

Finisher

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Hall of Storm Giants
If you control two or more other lands, this land enters tapped.
: Add
.
: Until end of turn, this land becomes a 7/7 blue Giant creature with ward
. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Land
Hall of Storm Giants (afr) 257
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add
.
,
, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land
Inventors' Fair (kld) 247
Island
(
: Add
.)
Basic Land - Island
Island (mdd) 294
Minamo, School at Water's Edge
: Add
.
,
: Untap target legendary permanent.
Legendary Land
Minamo, School at Water's Edge (chk) 279
Nykthos, Shrine to Nyx
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
Legendary Land
Nykthos, Shrine to Nyx (ths) 223
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Riptide Laboratory
: Add
.
,
: Return target Wizard you control to its owner's hand.
Land
Riptide Laboratory (mh2) 303
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (trc) 552
Seat of the Synod
: Add
.
Artifact Land
Seat of the Synod (mrd) 283
Uthros, Titanic Godcore
This land enters tapped.
: Add
.
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ |
,
: Add
for each artifact you control.
Land - Planet
Uthros, Titanic Godcore (eoe) 260

Land

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Bruvac the Grandiloquent
If an opponent would mill one or more cards, they mill twice that many cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
Legendary Creature - Human Advisor
Bruvac the Grandiloquent (rvr) 309
Court of Cunning
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, any number of target players each mill two cards. If you're the monarch, each of those players mills ten cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
Enchantment
Court of Cunning (cmr) 63
Fraying Sanity
Enchant player
At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
Enchantment - Aura Curse
Fraying Sanity (pip) 175
Hedron Crab
Landfall — Whenever a land you control enters, target player mills three cards. (They put the top three cards of their library into their graveyard.)
Creature - Crab
Hedron Crab (tdc) 155
Jace, Memory Adept
+1: Draw a card. Target player mills a card.
0: Target player mills ten cards.
−7: Any number of target players each draw twenty cards.
Legendary Planeswalker - Jace
Jace, Memory Adept (m14) 60
Maddening Cacophony
Kicker

Each opponent mills eight cards. If this spell was kicked, instead each opponent mills half their library, rounded up.
Sorcery
Maddening Cacophony (znr) 67
Psychic Corrosion
Whenever you draw a card, each opponent mills two cards.
Enchantment
Psychic Corrosion (plst) M19-68
Sphinx's Tutelage
Whenever you draw a card, target opponent mills two cards. If two nonland cards that share a color were milled this way, repeat this process.
: Draw a card, then discard a card.
Enchantment
Sphinx's Tutelage (plst) ORI-76
Teferi's Tutelage
When this enchantment enters, draw a card, then discard a card.
Whenever you draw a card, target opponent mills two cards. (They put the top two cards of their library into their graveyard.)
Enchantment
Teferi's Tutelage (m21) 78
The Water Crystal
Blue spells you cast cost
less to cast.
If an opponent would mill one or more cards, they mill that many cards plus four instead.
,
: Each opponent mills cards equal to the number of cards in your hand.
Legendary Artifact
The Water Crystal (fin) 85

Mill

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Whispersilk Cloak
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Whispersilk Cloak (msc) 225

Protection

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Blackblade Reforged
Equipped creature gets +1/+1 for each land you control.
Equip legendary creature

Equip
Legendary Artifact - Equipment
Blackblade Reforged (dmc) 178
Empyrial Plate
Equipped creature gets +1/+1 for each card in your hand.
Equip
Artifact - Equipment
Empyrial Plate (c16) 251
Runechanter's Pike
Equipped creature has first strike and gets +X/+0, where X is the number of instant and sorcery cards in your graveyard.
Equip
Artifact - Equipment
Runechanter's Pike (isd) 231

Pump

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (trc) 485
Omniscience
You may cast spells from your hand without paying their mana costs.
Enchantment
Omniscience (fdn) 161
Sapphire Medallion
Blue spells you cast cost
less to cast.
Artifact
Sapphire Medallion (mh3) 296
Sol Ring
: Add
.
Artifact
Sol Ring (trc) 499

Ramp

(Ctrl to add secondary)
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fic) 267
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (msc) 147
Counterspell
Counter target spell.
Instant
Counterspell (fdc) 61
Cryptic Command
Choose two —
• Counter target spell.
• Return target permanent to its owner's hand.
• Tap all creatures your opponents control.
• Draw a card.
Instant
Cryptic Command (trc) 435
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rvr) 313
Fading Hope
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Instant
Fading Hope (j25) 310
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Creature - Horror Kraken
Hullbreaker Horror (inr) 357
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (2x2) 57
Mass Manipulation
Gain control of X target creatures and/or planeswalkers.
Sorcery
Mass Manipulation (rna) 42
Negate
Counter target noncreature spell.
Instant
Negate (trc) 439
Opposition
Tap an untapped creature you control: Tap target artifact, creature, or land.
Enchantment
Opposition (dmr) 290
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (trc) 441
Rapid Hybridization
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
Instant
Rapid Hybridization (soc) 198
Reality Shift
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant
Reality Shift (trc) 442
Relic Amulet
Whenever you cast an instant, sorcery, or Wizard spell, put a charge counter on this artifact.
,
, Remove all charge counters from this artifact: It deals that much damage to target creature.
Artifact
Relic Amulet (znr) 247
Resculpt
Exile target artifact or creature. Its controller creates a 4/4 blue and red Elemental creature token.
Instant
Resculpt (soc) 201
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (eoc) 46

Removal

(Ctrl to add secondary)
Static Orb
As long as this artifact is untapped, players can't untap more than two permanents during their untap steps.
Artifact
Static Orb (7ed) 319
Winter Moon
Players can't untap more than one nonbasic land during their untap steps.
Artifact
Winter Moon (mh3) 213

Stax

(Ctrl to add secondary)
Minn, Wily Illusionist
Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This token gets +1/+0 for each other Illusion you control."
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Legendary Creature - Wizard Gnome
Minn, Wily Illusionist (afc) 16

Tokens

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 2 cards
73 pips - 48 cards
39 mana - 38 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"This deck is built for Blue lovers (and haters) by a Blue lover. It has a little bit of everything that makes Blue great - card draw, mill, control, inevitability and resource generation. If you've never Blued yourself before, I recommend Blueing yourself on this deck.\n\nAt first glance, this may look like a mill deck. There are certainly enough mill cards to support that theory. Then you notice the equipment package and it starts looking like Voltron. Keep reading and you discover self-draw win conditions. Keep reading even longer and suddenly there are thopters, token generators, and ways to steal entire boards. In reality, none of those are the deck. This is a resource engine deck.\n\nEverything in the list exists to generate resources, multiply resources, protect resources, or eventually convert those resources into whichever victory condition makes the most sense. The deck's philosophy is simple: slow the game down, accumulate overwhelming card advantage, and transform that advantage into the path of victory that the table leaves open.\n\nThe deck revolves around "},{"attributes":{"bold":true},"insert":"Gadwick, the Wizened"},{"insert":". Most players look at Gadwick and see a draw spell attached to a creature. This deck treats him very differently. Gadwick is simultaneously card draw, board control, a Voltron threat, and a mana sink. Every time he enters the battlefield he refills your hand. Every cheap blue spell becomes a way to tap opposing creatures. Every recast generates additional value. Unlike most commanders, Gadwick remains useful at every stage of the game.\n\nEarly in the game, the goal is fairly simple. Develop mana through "},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":", "},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"insert":", "},{"attributes":{"bold":true},"insert":"Sapphire Medallion"},{"insert":", and utility lands while setting up future value engines. Gadwick is ideally cast as early as possible, even if that means drawing only a few cards. The important part is getting him onto the battlefield. Once Gadwick is active, every cantrip and interaction spell suddenly performs double duty. "},{"attributes":{"bold":true},"insert":"Opt"},{"insert":", "},{"attributes":{"bold":true},"insert":"Ponder"},{"insert":", counterspells, bounce spells, and removal all advance your game plan while simultaneously tapping down opposing creatures. This is where the first layer of control begins.\n\nMost blue control decks leave mana untapped and wait for opponents to make mistakes. Gadwick prefers something much more proactive. By repeatedly casting cheap spells, you can manipulate combat, remove blockers, and create openings for attacks while continuing to advance your own position. The deck can effectively influence combat across the entire table without committing significant resources.\nAs the game progresses, Gadwick becomes increasingly valuable to recast. Unlike many commanders that become prohibitively expensive after removal, Gadwick actively benefits from larger mana investments. Drawing three cards is good. Drawing seven cards is often game-changing. Drawing ten cards is frequently enough to put the game out of reach. Because of this, cards such as "},{"attributes":{"bold":true},"insert":"Displacer Kitten"},{"insert":", "},{"attributes":{"bold":true},"insert":"Riptide Laboratory"},{"insert":", and other bounce effects effectively become additional draw engines. Returning Gadwick to your hand is often not a setback. It is simply preparing for a larger refill. Every deck has a \"pet card\". This deck's pet card is Shadow of the Second Sun. It WANTS the Blue player to aggressively cast in their first pre-combat main phase so it can untap after, allowing traditional \"pass and go\" type of Blue play that others hate.\n\nCard advantage serves as the deck's primary currency. "},{"attributes":{"bold":true},"insert":"Rhystic Study"},{"insert":", "},{"attributes":{"bold":true},"insert":"Wizard Class"},{"insert":", "},{"attributes":{"bold":true},"insert":"Verity Circle"},{"insert":", "},{"attributes":{"bold":true},"insert":"Folio of Fancies"},{"insert":", "},{"attributes":{"bold":true},"insert":"Thopter Spy Network"},{"insert":", and Gadwick himself all contribute to a game plan centered around seeing more cards than everyone else. The goal is not simply to draw cards for the sake of drawing cards. The goal is to hit land drops every turn, continuously develop mana, maintain interaction, and ensure that answers are always available. Once multiple draw engines are operating simultaneously, it becomes extremely difficult for opponents to keep pace.\n\nThe deck is also deliberately designed to accumulate value through permanents that are difficult to answer efficiently. Enchantments such as "},{"attributes":{"bold":true},"insert":"Court of Cunning"},{"insert":", "},{"attributes":{"bold":true},"insert":"Court of Vantress"},{"insert":", "},{"attributes":{"bold":true},"insert":"Psychic Corrosion"},{"insert":", "},{"attributes":{"bold":true},"insert":"Sphinx's Tutelage"},{"insert":", "},{"attributes":{"bold":true},"insert":"Teferi's Tutelage"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Fraying Sanity"},{"insert":" continue generating value turn after turn without requiring additional investment. Copy effects such as "},{"attributes":{"bold":true},"insert":"Copy Enchantment"},{"insert":", "},{"attributes":{"bold":true},"insert":"Mirrormade"},{"insert":", "},{"attributes":{"bold":true},"insert":"Estrid's Invocation"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Court of Vantress"},{"insert":" allow the deck to duplicate whichever permanent is currently providing the most value. This creates a battlefield where every turn cycle generates more resources than the last.\n\nThe stax package exists for a very specific reason. This is not a fast deck. It is not attempting to win on turn four. It is not attempting to combo immediately. Instead, the deck wants time.\n"},{"attributes":{"bold":true},"insert":"Winter Moon"},{"insert":", "},{"attributes":{"bold":true},"insert":"Static Orb"},{"insert":", "},{"attributes":{"bold":true},"insert":"Opposition"},{"insert":", and additional taxation effects such as "},{"attributes":{"bold":true},"insert":"Propaganda"},{"insert":" slow opponents down long enough for your engine to take over. These cards are not present to prevent other players from participating in the game. They are present to make sure everyone is playing at the same speed. Since Gadwick generates significantly more value than most commanders over time, extending the game naturally benefits you more than everyone else. Eventually all of these resources need to become a win.\n\nThe deck has several ways to accomplish that. The most obvious is mill.\n"},{"attributes":{"bold":true},"insert":"Bruvac the Grandiloquent"},{"insert":", "},{"attributes":{"bold":true},"insert":"Court of Cunning"},{"insert":", "},{"attributes":{"bold":true},"insert":"Fraying Sanity"},{"insert":", "},{"attributes":{"bold":true},"insert":"Maddening Cacophony"},{"insert":", "},{"attributes":{"bold":true},"insert":"Psychic Corrosion"},{"insert":", "},{"attributes":{"bold":true},"insert":"Sphinx's Tutelage"},{"insert":", "},{"attributes":{"bold":true},"insert":"Teferi's Tutelage"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Jace, Memory Adept"},{"insert":" form a surprisingly dangerous mill package. What makes this package powerful is that it naturally benefits from everything the deck already wants to do. Drawing cards fuels mill. Copying enchantments increases mill. Long games increase mill. Nothing about the strategy requires changing how the deck normally operates. \n\nVoltron serves as another path to victory. "},{"attributes":{"bold":true},"insert":"Blackblade Reforged"},{"insert":", "},{"attributes":{"bold":true},"insert":"Empyrial Plate"},{"insert":", "},{"attributes":{"bold":true},"insert":"Runechanter's Pike"},{"insert":", "},{"attributes":{"bold":true},"insert":"Whispersilk Cloak"},{"insert":", "},{"attributes":{"bold":true},"insert":"Aqueous Form"},{"insert":", "},{"attributes":{"bold":true},"insert":"Security Bypass"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Rogue's Passage"},{"insert":" can transform Gadwick from a value engine into a legitimate threat. Since Gadwick naturally wants you to draw large numbers of cards and accumulate mana, equipment that scales from hand size or board development becomes extremely effective. The same cantrips and interaction used to control the board also remove blockers through Gadwick's tap ability, making commander damage a realistic way to eliminate players.\nThe deck can also win by simply drawing itself out.\n\n"},{"attributes":{"bold":true},"insert":"Laboratory Maniac"},{"insert":", "},{"attributes":{"bold":true},"insert":"Jace, Wielder of Mysteries"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Triskaidekaphile"},{"insert":" reward the deck for doing something it already wants to do: draw cards. Unlike dedicated combo decks, these cards are not the primary objective. Instead, they function as alternative victories that naturally emerge from normal gameplay. If Gadwick has drawn half your deck and the game is still going, there is a good chance one of these cards will eventually end it.\n\nThere is even a go-wide backup plan. "},{"attributes":{"bold":true},"insert":"Minn, Wily Illusionist"},{"insert":", "},{"attributes":{"bold":true},"insert":"Thopter Spy Network"},{"insert":", "},{"attributes":{"bold":true},"insert":"Opposition"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Mass Manipulation"},{"insert":" allow the deck to generate board presence and win through traditional combat. While this is generally the least common victory path, it provides an important angle of attack when opponents are prepared for mill or commander damage. \n\nFinally, there are the late-game, classic Blue (and colorless?) haymakers. "},{"attributes":{"bold":true},"insert":"Hullbreaker Horror"},{"insert":", "},{"attributes":{"bold":true},"insert":"Omniscience"},{"insert":", "},{"attributes":{"bold":true},"insert":"Mass Manipulation"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Kozilek, Butcher of Truth"},{"insert":" exist to capitalize on the absurd amounts of mana and card advantage the deck can eventually generate. These are not the cards that make the deck function. They are the cards that punish opponents for allowing the engine to function for too long. Kozilek is also there in case you self mill a little too aggressively without having a win on on the board. \n\nUltimately, this deck wins the same way all great Blue control decks win: inevitability. More cards. More mana. More options. More engines. More resources. The objective is not to decide how you will win before the game starts. The objective is to survive long enough that the table eventually realizes they can no longer stop whichever win condition you decide to pursue.\n\nIn the end, Gadwick doesn't care whether victory comes through mill, commander damage, overwhelming card advantage, an army of tokens, or drawing the entire library. The king simply waits. Eventually, knowledge wins.\n"}]}
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