Thutu_Mizu
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Commander
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{"ops":[{"insert":"Your gameplan revolves around utilizing politics and the great part of removal cards within the deck to keep threats at bay, using mostly persuasion and in-pod agreements so that you can steadily keep shocking enemies with Y'shtola, drawing cards that can fuel up your hand with even more removal.\n\nYou'll have protection pieces and stax pieces that'll mostly try to, well, as stated before, slow the game down to your pace. Norn's Annex, No Mercy, Propaganda, Ghostly Prison, the likes, you'll always want to slither and politic your way out of danger: \"Oh you'll swing all your creatures at me? Dude you'll be defenseless if you do that, I can take like 1 or two, but 7 is too much.\" \"Okay yeah I have rhystic but you don't have to pay the one, If you want I can just not counter the next thing you throw on the board, we just gotta talk it out\", \n\n"},{"attributes":{"underline":true,"italic":true,"color":"#0066cc","bold":true},"insert":"\"Gotta Talk it out\" "},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Will be your new philosophy, don't like an opponent's movements? Talk it out, see if you or the other players would like that Turn 2 ouroboroid hit the board, or earn a pact of non-aggression with the go-wide go-tall landfall green player since you could have countered their main engine but chose not to so you could be in good terms with them, then "},{"attributes":{"italic":true},"insert":"Aetherize"},{"insert":" their creatures and watch them writhe in despair as they have to waste a turn casting their non-token creatures all the way down again...\n\nI've chosen to limit the ramp possible with this deck but have it be stuff that matters and is repeatbale, that way, you don't need to be TOO worried about hitting your land drops besides the \"power spikes\" of "},{"attributes":{"bold":true},"insert":"3, 6, 9, and subsequent multiples of 3"},{"insert":", That happens because a good portion of the cards present in the deck are noncreature spells with the mana value "},{"attributes":{"italic":true},"insert":"(NOT CONVERTED MANA COST, KEEP THAT DISTINCTION IN MIND) "},{"insert":"of 3 or greater, that way, you can consistently proc yshtola, and luckily, if you have the "},{"attributes":{"italic":true},"insert":"wizard's staff "},{"insert":"or even "},{"attributes":{"italic":true},"insert":"Delney, Streetwise Lookout,"},{"insert":" even proc her ability without even moving to combat. Besides that, little fun aspects of ramp in this deck are the "},{"attributes":{"italic":true},"insert":"bouncelands "},{"insert":"combined with"},{"attributes":{"italic":true},"insert":" top-deck manipulation"},{"insert":", so you have the three guild "},{"attributes":{"italic":true},"insert":"bouncelands "},{"insert":"to keep bouncing your "},{"attributes":{"italic":true},"insert":"scry "},{"insert":"and "},{"attributes":{"italic":true},"insert":"surveil "},{"insert":"lands, and with that, you can choose to untap those lands that tap for 2 mana with spells like "},{"attributes":{"italic":true},"insert":"Rewind"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Unwind."},{"insert":"\n\nRemember, you will win with this deck through the Inevitability of your win-cons, be it Torment of Hailfire or copying Approach of the Second sun with Narset's Reversal, and not through attrition, you will not win if you keep bashing your head against your opponent's creatures, so instead, make agreements, counter if you have alliances made, after all, control is about politics (or is politics about control?) Anyways, always measure your words carefully.\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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Chameleon, Master of Disguise
You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise.
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Legendary Creature - Human Shapeshifter Villain

Copy
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Bloodchief Ascension
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Enchantment

Drain
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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

Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Transpose
Draw a card, then discard a card. You lose 1 life. If this spell was cast from your hand, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent."
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Draw
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Land
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Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

Ramp
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Emet-Selch of the Third Seat
Spells you cast from your graveyard cost less to cast.
Whenever one or more opponents lose life, you may cast target instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead. Do this only once each turn.
Whenever one or more opponents lose life, you may cast target instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead. Do this only once each turn.
Legendary Creature - Wizard Elder

Recursion
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Removal
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Your gameplan revolves around utilizing politics and the great part of removal cards within the deck to keep threats at bay, using mostly persuasion and in-pod agreements so that you can steadily keep shocking enemies with Y'shtola, drawing cards that can fuel up your hand with even more removal.\n\nYou'll have protection pieces and stax pieces that'll mostly try to, well, as stated before, slow the game down to your pace. Norn's Annex, No Mercy, Propaganda, Ghostly Prison, the likes, you'll always want to slither and politic your way out of danger: \"Oh you'll swing all your creatures at me? Dude you'll be defenseless if you do that, I can take like 1 or two, but 7 is too much.\" \"Okay yeah I have rhystic but you don't have to pay the one, If you want I can just not counter the next thing you throw on the board, we just gotta talk it out\", \n\n"},{"attributes":{"underline":true,"italic":true,"color":"#0066cc","bold":true},"insert":"\"Gotta Talk it out\" "},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Will be your new philosophy, don't like an opponent's movements? Talk it out, see if you or the other players would like that Turn 2 ouroboroid hit the board, or earn a pact of non-aggression with the go-wide go-tall landfall green player since you could have countered their main engine but chose not to so you could be in good terms with them, then "},{"attributes":{"italic":true},"insert":"Aetherize"},{"insert":" their creatures and watch them writhe in despair as they have to waste a turn casting their non-token creatures all the way down again...\n\nI've chosen to limit the ramp possible with this deck but have it be stuff that matters and is repeatbale, that way, you don't need to be TOO worried about hitting your land drops besides the \"power spikes\" of "},{"attributes":{"bold":true},"insert":"3, 6, 9, and subsequent multiples of 3"},{"insert":", That happens because a good portion of the cards present in the deck are noncreature spells with the mana value "},{"attributes":{"italic":true},"insert":"(NOT CONVERTED MANA COST, KEEP THAT DISTINCTION IN MIND) "},{"insert":"of 3 or greater, that way, you can consistently proc yshtola, and luckily, if you have the "},{"attributes":{"italic":true},"insert":"wizard's staff "},{"insert":"or even "},{"attributes":{"italic":true},"insert":"Delney, Streetwise Lookout,"},{"insert":" even proc her ability without even moving to combat. Besides that, little fun aspects of ramp in this deck are the "},{"attributes":{"italic":true},"insert":"bouncelands "},{"insert":"combined with"},{"attributes":{"italic":true},"insert":" top-deck manipulation"},{"insert":", so you have the three guild "},{"attributes":{"italic":true},"insert":"bouncelands "},{"insert":"to keep bouncing your "},{"attributes":{"italic":true},"insert":"scry "},{"insert":"and "},{"attributes":{"italic":true},"insert":"surveil "},{"insert":"lands, and with that, you can choose to untap those lands that tap for 2 mana with spells like "},{"attributes":{"italic":true},"insert":"Rewind"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Unwind."},{"insert":"\n\nRemember, you will win with this deck through the Inevitability of your win-cons, be it Torment of Hailfire or copying Approach of the Second sun with Narset's Reversal, and not through attrition, you will not win if you keep bashing your head against your opponent's creatures, so instead, make agreements, counter if you have alliances made, after all, control is about politics (or is politics about control?) Anyways, always measure your words carefully.\n"}]}















































































