noise-drunk
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Commander
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Counterspells
Delay
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant

Trickbind
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be activated this turn. (Mana abilities can't be targeted.)
Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be activated this turn. (Mana abilities can't be targeted.)
Instant

Counterspells
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Flicker
Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
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

Legion's Initiative
Red creatures you control get +1/+0.
White creatures you control get +0/+1.
, Exile this enchantment: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.
White creatures you control get +0/+1.
, Exile this enchantment: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.
Enchantment

Flicker
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Fogs
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Fogs
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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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LAND (Bond)
LAND (Bond)
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LAND (Fetch)
LAND (Fetch)
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LAND (Multi)
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

LAND (Multi)
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Other
Other
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Rocks
Rocks
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THE TEAM
Aminatou, the Fateshifter
+1: Draw a card, then put a card from your hand on top of your library.
−1: Exile another target permanent you own, then return it to the battlefield under your control.
−6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou controlled by the next player in the chosen direction.
Aminatou, the Fateshifter can be your commander.
−1: Exile another target permanent you own, then return it to the battlefield under your control.
−6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou controlled by the next player in the chosen direction.
Aminatou, the Fateshifter can be your commander.
Legendary Planeswalker - Aminatou

THE TEAM
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Yard / LIbrary Recursion
Yard / LIbrary Recursion
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"color":"#ff9900"},"insert":"Set opponent's life to 10 with "},{"attributes":{"color":"#ff9900"},"insert":{"card-link":"Sorin Markov"}},{"attributes":{"color":"#ff9900"},"insert":" or "},{"attributes":{"color":"#ff9900"},"insert":{"card-link":"Magister Sphinx"}},{"attributes":{"color":"#ff9900"},"insert":" and swing with "},{"attributes":{"color":"#ff9900"},"insert":{"card-link":"Progenitus"}},{"attributes":{"color":"#ff9900"},"insert":"."},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThe Commander is "},{"attributes":{"link":"https://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=503782"},"insert":"The Prismatic Bridge"},{"insert":", not Esika. This deck was designed to cheat in big baddies for free (one per turn) so you have mana available to defend yourself with counters and fogs. It aggressively employs instant-speed interaction. Though, it can be a bit of a glass cannon .\n\nOnce The Prismatic Bridge is out THE TEAM will start to assemble. There are only six cards that The Bridge can find and two of them will be able to set an opponent's life to ten. If "},{"insert":{"card-link":"Aminatou, the Fateshifter"}},{"insert":" is out you can flicker them and set more opponent's life to ten (+ the numerous instant flickers in the deck). "},{"insert":{"card-link":"Progenitus"}},{"insert":" can swing through unblocked to finish off opponents as well --Fling/Thud to finish off another.\n\nThere are 20 counterspells that should all be reserved to protect THE TEAM and The Prismatic Bridge. There are 20 fogs that should help get you to the end of the game. \n\nThere is a lot of advantageous meta-play that this deck carries with it. Because setting someone's life to ten is inevitable and devastating, players often try to stay on your good side in the beginning of the game. Because players learn how many fogs you have (they see half of your deck each upkeep when The Bridge triggers!) they often will attack other players besides you. You end up being the elephant in the room that no one wants to deal with because of the very real threat of retaliation or a fogged attack. \n\n\n\n"}]}




























































































