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Commander
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Commander
Adrix and Nev, Twincasters
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Legendary Creature - Wizard Merfolk

Commander
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Card Draw
Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity 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.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity 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 - Cat Glimmer

Sicarian Infiltrator
Flash
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Benediction of the Omnissiah — When this creature enters, draw a card.
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Benediction of the Omnissiah — When this creature enters, draw a card.
Creature Artifact - Human Soldier

Spirit Water Revival
As an additional cost to cast this spell, you may waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Sorcery

Will of the Temur
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types.
• Target player draws cards equal to the greatest mana value among permanents you control.
• Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types.
• Target player draws cards equal to the greatest mana value among permanents you control.
Sorcery

Card Draw
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Interaction
Amphin Mutineer
When this creature enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Pirate Salamander

Ghost Vacuum
: Exile target card from a graveyard.
, , Sacrifice this artifact: Put each creature card exiled with this artifact onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.
, , Sacrifice this artifact: Put each creature card exiled with this artifact onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.
Artifact

March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant

Oko, Thief of Crowns
+2: Create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
+1: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3.
−5: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.
+1: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3.
−5: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.
Legendary Planeswalker - Oko

Interaction
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Ramp
Growing Rites of Itlimoc
When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
Legendary Enchantment


Overlord of the Hauntwoods
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Creature Enchantment - Avatar Horror

Tireless Provisioner
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this token: You gain 3 life." Treasure is an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Elf Scout

Ramp
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Synergies
Echocasting Symposium
Target player creates a token that's a copy of target creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Octomancer
Gift an Octopus (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they create an 8/8 blue Octopus creature token.)
At the beginning of each end step, create a token that's a copy of target creature token that entered the battlefield this turn.
At the beginning of each end step, create a token that's a copy of target creature token that entered the battlefield this turn.
Creature - Druid Frog

Quantum Misalignment
Create a token that's a copy of target creature you control, except it isn't legendary.
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.)
Sorcery

Sakashima of a Thousand Faces
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities.
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Rogue

Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

Springheart Nantuko
Bestow
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Creature Enchantment - Monk Insect

Synergies
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Utility
See Double
This spell can't be copied.
Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead.
• Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
• Create a token that's a copy of target creature.
Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead.
• Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
• Create a token that's a copy of target creature.
Instant

Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Utility
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Win-cons
Koma, Cosmos Serpent
This spell can't be countered.
At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil.
Sacrifice another Serpent: Choose one —
• Tap target permanent. Its activated abilities can't be activated this turn.
• Koma gains indestructible until end of turn.
At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil.
Sacrifice another Serpent: Choose one —
• Tap target permanent. Its activated abilities can't be activated this turn.
• Koma gains indestructible until end of turn.
Legendary Creature - Serpent

Tendershoot Dryad
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
Creature - Dryad

Win-cons
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":{"card-link":"Adrix and Nev, Twincasters"}},{"insert":" is a power house at casual tables. I decided to go with a mid to high power version of the deck as I find the deck becomes stale if I were to add more \"optimal\" cards to the list (eg. "},{"insert":{"card-link":"Rhystic Study"}},{"insert":"). The deck can be extremely battlecrusiery and is easily interactable. However, the deck can get out of hand out of nowhere. \n\nGame Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n\t\tThe list is packed with a plethora of clone effects such as "},{"insert":{"card-link":"Quasiduplicate"}},{"insert":" and "},{"insert":{"card-link":"Repudiate // Replicate"}},{"insert":" that can copy generic value creatures in the list like "},{"insert":{"card-link":"Risen Reef"}},{"insert":" and "},{"insert":{"card-link":"Amphin Mutineer"}},{"insert":" .\n\t\tCopying generic value cards like these can sling shot us to the late game where the deck thrives. I often find my self making copies of birds of paradise just to push myself to the late game. \n\t\tSome of my favourite non-legendary targets to copy are "},{"insert":{"card-link":"Junk Winder"}},{"insert":" and "},{"insert":{"card-link":"Tendershoot Dryad"}},{"insert":" . Both of these cards can get out of hand fast, Junk winder can basically lock our opponents from ever \n\t\tuntapping non land permanents. Tendershoot Dryad forces a board wipe or the other players get overwhelmed by mushrooms. \n\t\t(If I had 3 copies of tedershoot dryad and assuming your commander is out, that's 6 saprolings created on EACH upkeep and they each get +6/+6)\n\n\t\tWhat I love about this list is that the deck plays differently into different match ups and the win-con can vary match up to match up. This deck thrives against tall decks such as edrazis. \n\t\tMore often than not the deck can copy my opponent's big creatures with cards like "},{"insert":{"card-link":"See Double"}},{"insert":" or "},{"insert":{"card-link":"Octomancer"}},{"insert":" and make twice as many of them. One time an opponent played a "},{"insert":{"card-link":"Life of the Party"}},{"insert":", \n\t\tfrom this I shifted my gears to create as many life of the parties as possible and eventually winning the game. Another time I copied a "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" with a "},{"insert":{"card-link":"See Double"}},{"insert":", on my turn\t\n\t\tturn I created 4 token copies of rhystic study with "},{"insert":{"card-link":"Replication Technique"}},{"insert":" leaving myself with 5 token copies or rhystic study. So the gameplan is pretty flexible and can vary game to game.\n\n\t\tWe also have generic good token generators such as "},{"insert":{"card-link":"Scute Swarm"}},{"insert":" that can ramp up copies of itself extremely fast.\n\nHow Do the Deck Play?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\n\t\tThis Deck thrives in the late game. Thus, living out to the late game can give ourselves an advantage. Generally, I like to sandbag my threatening cards until a lot of removal has been used or I have a \n\t\tway to protect my game plan. Note a lot of the cards in the list can be played at instant speed such as "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" , "},{"insert":{"card-link":"Transcendent Message"}},{"insert":" or "},{"insert":{"card-link":"Sicarian Infiltrator"}},{"insert":" . So playing these cards at instant speed \n\t\tcan lead to more reactive gameplay while having cards to advance our game plan. I also run ramp in the list that is 2 or less CMC so we can get Adrix and Nev out on turn 3.\n\nHow Do We Win?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\tPlan A: Clone Adrix and Nev?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\tWe have a hand full of cards that can get around the legendary rule such as "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" and "},{"insert":{"card-link":"Spark Double"}},{"insert":". Most of the time we will be copying our commander with these cards.\n\t\tDoing so can put us in archenemy status because each token created grows exponentially depending on how many copies we have of Adrix and Nev. \n\t\t(If we have 3 Adrix and Nevs out and we made an insect token, we would make 8 or 2^3 insect tokens) \n\t\tThe best card that can get around the legendary rule is "},{"insert":{"card-link":"Quantum Misalignment"}},{"insert":" . On cast we target our commander creating 2 copies of Adrix and Nev, so we have a total of 3 on the field. \n\t\tOn the next turn we can cast Quantum Misalignment for free because of Rebound creating 8 more copies of Adrix and Nev. That is 11 Adrix and Nevs total. So if we were to create an insect token with \n\t\t11 Adrix and Nevs on the board, instead we would create 2^11 of said insect token instead. That's 2048 insect tokens!\n\n\tPlan B: Koma"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\tI often find myself going for this route over plan A and that is getting "},{"insert":{"card-link":"Koma, Cosmos Serpent"}},{"insert":" in to play ASAP. The list runs a plethora of tutors that can find and put koma on to the field. \n\t\tSome of these \tcards include "},{"insert":{"card-link":"Chord of Calling"}},{"insert":" and "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" . Finale of Devastation is doing double duty as if we have enough mana, it can act as a win-con itself. \n\t\tKoma can generate 8 coils per turn cycle while locking opponents from doing anything super impactful with its tap ability. Not to mention, Sacing 1 coil will give Koma indestructible. \n\t\tThe Reason why I like Koma over cloning Adrix and Nev is that Koma is harder to interact with, its is more consistent and its less risky.\n\nCool Tech"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n\tA cool interaction in the deck is between a clone spell and an "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" . Assuming that we have our commander in play and an eternal witness in play, we can copy the eternal witness with \n\tsomething like a "},{"insert":{"card-link":"Cackling Counterpart"}},{"insert":" and create 2 copies of eternal witness. On ETB one of the copies can return cackling counterpart back to hand and another can return another generic card to hand.\n\tAs long as nobody interacts with this engine, we have a sudo infinite recursion engine. What I usually get with the this is something like a "},{"insert":{"card-link":"Three Steps Ahead"}},{"insert":" or a "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" for constant board resets \n\tand consistent card draw.\n\nBiovisionary and Win more Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n\tI don't run "},{"insert":{"card-link":"Biovisionary"}},{"insert":" in the deck, this is just personal preference. I played it in the original list and I found the gameplay to be stale. Either I win out of nowhere or the biovisionary gets removed / I can't make enough copies of it. It's a very do nothing card and I would rather have something else that ties into the core game plan. I also don't run "},{"insert":{"card-link":"Parallel Lives"}},{"insert":" or "},{"insert":{"card-link":"Doubling Season"}},{"insert":" in the list. I find that my \ncommander is enough as it is and I would rather something that would create tokens over a parallel lives. More often than not I find myself with one of these cards sitting in my hand and no token generation at all. \n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n \n\n"}]}

































































