Galacon
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Commander
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Commander
Myrel, Shield of Argive
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Legendary Creature - Human Soldier

Commander
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Anthem
Anthem
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Card Advantage
Dawn of a New Age
This enchantment enters with a hope counter on it for each creature you control.
At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.
At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.
Enchantment

Haliya, Guided by Light
Whenever Haliya or another creature or artifact you control enters, you gain 1 life.
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Legendary Creature - Human Soldier

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Card Advantage
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Creature
Creature
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Interaction
Ranger-Captain of Eos
When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Creature - Human Soldier Ranger

Interaction
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Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land

Land
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Planeswalker
Elspeth, Storm Slayer
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
Legendary Planeswalker - Elspeth

Planeswalker
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Protection
Protection
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Ramp
Keeper of the Accord
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Creature - Human Soldier

Ramp
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Stax
Stax
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To Cut
To Cut
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Token Matter/Payoff
Token Matter/Payoff
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Maybeboard
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence 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 one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence 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 - Sheep Glimmer

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"\"What do you mean I can't counter your "},{"insert":{"card-link":"Armageddon"}},{"insert":" ?\" - "},{"attributes":{"italic":true},"insert":"Guy who conceded the next upkeep"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true},"insert":"Gameplan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nGet Myrel on board"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Remember keep Myrel alive at all costs!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play Stax pieces and slow down the game"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Make tokens"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Win!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe main game plan is to get "},{"insert":{"card-link":"Myrel, Shield of Argive"}},{"insert":" out, then win by generating an obscene amount of weenies using their attack trigger. There is also a sub-theme of stax, which I think is a very underplayed and undervalued mechanic that mono-white decks should use more of. Effects such as "},{"insert":{"card-link":"Rule of Law"}},{"insert":" , "},{"insert":{"card-link":"Winter Orb"}},{"insert":" , or "},{"insert":{"card-link":"Ethersworn Canonist"}},{"insert":" force your opponent to choose; do they remove Myrel, or do they continue their own game plan? Additionally casting Armageddon while you are ahead on board on T5 can often just lead to an autowin if you have more board control than your opponents. \n\n"},{"attributes":{"underline":true},"insert":"How to Win - A breakdown of steps 1-4"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWhile the steps outlined above are straightforward, the overall game plan of the deck will need tweaking based on the board state. If you have no board presence and slam a winter orb, no one will like you and you will be targeted out of the game. If you slam an "},{"insert":{"card-link":"Armageddon"}},{"insert":" without protection pieces like "},{"insert":{"card-link":"Skrelv, Defector Mite"}},{"insert":" or "},{"insert":{"card-link":"Boromir, Warden of the Tower"}},{"insert":" , you will lose when an opponent just plays a plains then swords your commander. \n\nInstead, think about the current board state before \"locking it down\" with oppressive stax pieces like "},{"insert":{"card-link":"Winter Orb"}},{"insert":" or "},{"insert":{"card-link":"Rule of Law"}},{"insert":" . If you do this, and your opponents remove Myrel, all your tempo is gone and you are left with a slow game. The entire point of Myrel is that they are a self-contained timer on the game. If opponents do not answer them, the exponential growth of tokens will win the game. If you have the correct board state the game should only last two more turns after you lock it up. Additionally, if you have too many stax-lite pieces such as "},{"insert":{"card-link":"Thalia, Heretic Cathar"}},{"insert":" and "},{"insert":{"card-link":"Archon of Emeria"}},{"insert":" , opponents may begin to target you out of annoyance. It is a good idea to point out the good parts about white stax, like holding back the player who is obviously in the lead. \n\nI cannot stress enough how important it is to have protections pieces either in hand, or on board in order to protect Myrel once they hit the board. Because you need to attack with Myrel to get any payoff at all, it means waiting an entire turn rotation before getting any value. "},{"attributes":{"underline":true,"bold":true},"insert":"Remember keep Myrel alive at all costs!"},{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Weaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nReliance on commander:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Like many decks heavily reliant on their commander, if Myrel is not on the board, there is almost no way to win the game. This is mainly due to the way I've built the deck, as there is little to no other way to generate solider tokens other than Myrel's attack trigger. \n\nWipes:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Obviously the largest counter to a go-wide deck are board wipes. To combat this, the deck has a few board protection cards such as; "},{"insert":{"card-link":"Boromir, Warden of the Tower"}},{"insert":" , "},{"insert":{"card-link":"Clever Concealment"}},{"insert":" , or "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":". Having some of these effects on board or in hand allow you to extend Myrel and really turn up the heat when it comes to token generation. \n\nAggro/Flying:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the decks biggest weaknesses in a more casual setting is flying. There are hardly any flying soldiers and the ones that do exists aren't that good, or are tied to heavily to one archetype (Birds, Counters etc). One exception would be "},{"insert":{"card-link":"Serra Redeemer"}},{"insert":" , who makes all the weenies 3/3's or 4/4's, but at 5 mana I'd rather just play something else. I've instead tried to combat this with adding more spot removal, or life gain, but the deck still auto-loses to any aggressive flying Voltron or go wide board. I've decided to just take it on the chin as a inherent weakness of the deck, instead of trying to build around it which would ruin its consistency.\n\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Cool Cards:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Some standout cards that surprised me with how good they are:\n"},{"attributes":{"bold":true},"insert":{"card-link":"Thopter Architect"}},{"insert":" : Gives all your attacking soldiers flying if Myrel is attacking also"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":{"card-link":"Strixhaven Stadium"}},{"insert":" : This can sometimes win you the game the turn it comes down, and is essential against lifegain decks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":{"card-link":"Oswald Fiddlebender"}},{"insert":" : Can fetch your Sol Ring, "},{"attributes":{"bold":true},"insert":{"card-link":"Skullclamp"}},{"insert":" , or "},{"attributes":{"bold":true},"insert":{"card-link":"Esper Sentinel"}},{"insert":" by sacrificing the tokens Myrel produces"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":{"card-link":"All That Glitters"}},{"insert":" : Can let you one shot opponents if you get Myrel some kind of evasion, or open up an opponents board before damage with something like "},{"attributes":{"bold":true},"insert":{"card-link":"Catapult Master"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Intrepid Hero"}},{"insert":" : This card basically forces any Voltron commander to check with you before they attack, and can be a pretty great deterrent in many games. Originally this slot was taken by "},{"insert":{"card-link":"Order of the Sacred Torch"}},{"insert":" , but I later found out it was errata'd to Human Knight. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nClosing thoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOverall, Myrel is an excellent and straight forward token commander. While my deck has a stax focus, you can easily take it down any other path, although reminding your opponents that they can't cast spell when they say \"In response I'll count-\" never gets old! \n\n"}]}





































































































