CMoney
4.2k views56 days ago
Commander
Size: 100Salt sum: 28.16
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Commander
Commander
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Artifact
Artifact
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Creature
Cavalier of Dawn
Vigilance
When this creature enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token.
When this creature dies, return target artifact or enchantment card from your graveyard to your hand.
When this creature enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token.
When this creature dies, return target artifact or enchantment card from your graveyard to your hand.
Creature - Knight Elemental

Elesh Norn, Mother of Machines
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Legendary Creature - Praetor Phyrexian

Stoic Farmer
When this creature enters, search your library for a basic Plains card and reveal it. If an opponent controls more lands than you, put it onto the battlefield tapped. Otherwise, put it into your hand. Then shuffle.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature - Dwarf Peasant

Creature
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Cycling
Detention Chariot
When this Vehicle enters, exile target artifact or creature an opponent controls until this Vehicle leaves the battlefield.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Cycling (, Discard this card: Draw a card.)
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Cycling (, Discard this card: Draw a card.)
Artifact - Vehicle

Timeless Dragon
Flying
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Dragon with no mana cost. Eternalize only as a sorcery.)
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Dragon with no mana cost. Eternalize only as a sorcery.)
Creature - Dragon

Cycling
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Enchantment
Astral Drift
Whenever you cycle this card or cycle another card while this enchantment is on the battlefield, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step.
Cycling (, Discard this card: Draw a card.)
Cycling (, Discard this card: Draw a card.)
Enchantment

Enchantment
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Instant
Cosmic Intervention
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Instant
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Land
Land
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Planeswalker
Elspeth Resplendent
+1: Choose up to one target creature. Put a +1/+1 counter and a counter from among flying, first strike, lifelink, or vigilance on it.
−3: Look at the top seven cards of your library. You may put a permanent card with mana value 3 or less from among them onto the battlefield with a shield counter on it. Put the rest on the bottom of your library in a random order.
−7: Create five 3/3 white Angel creature tokens with flying.
−3: Look at the top seven cards of your library. You may put a permanent card with mana value 3 or less from among them onto the battlefield with a shield counter on it. Put the rest on the bottom of your library in a random order.
−7: Create five 3/3 white Angel creature tokens with flying.
Legendary Planeswalker - Elspeth

Gideon, Ally of Zendikar
+1: Until end of turn, Gideon becomes a 5/5 Human Soldier Ally creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
0: Create a 2/2 white Knight Ally creature token.
−4: You get an emblem with "Creatures you control get +1/+1."
0: Create a 2/2 white Knight Ally creature token.
−4: You get an emblem with "Creatures you control get +1/+1."
Legendary Planeswalker - Gideon

Karn, Scion of Urza
+1: Reveal the top two cards of your library. An opponent chooses one of them. Put that card into your hand and exile the other with a silver counter on it.
−1: Put a card you own with a silver counter on it from exile into your hand.
−2: Create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
−1: Put a card you own with a silver counter on it from exile into your hand.
−2: Create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
Legendary Planeswalker - Karn

The Eternal Wanderer
No more than one creature can attack The Eternal Wanderer each combat.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
Legendary Planeswalker

Planeswalker
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Sorcery
Sorcery
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Maybeboard
Aerial Extortionist
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Creature - Soldier Bird

Elspeth Conquers Death
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
Enchantment - Saga

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"An Astral Slide/Astral Drift deck. The deck runs several dozen ETB-value creatures to act as payoffs for Drift/Slide and several dozen cards that are played mostly to be cycled away, with a few redundant blink & flicker effects. Djeru acts as a flicker payoff and allows the deck to run a small toolbox of planeswalkers; DOM Karn, WAR Ugin, and SNC Elspeth provide card velocity; THS Elspeth and ONE Wanderer act as boardwipes; WAR Wanderer and WAR Teyo give us or our other cards protection of some sort. Teyo is middling, ngl, but it's useful to have around.\n\nThe gameplan is usually to focus on hitting land drops turn-after-turn, holding on to our interactive cycling cards for as long as possible and rummaging away the creatures. The deck works fine without Drift/Slide and plays pretty differently from game to game depending on how the draws go. We play for the long game, accumulating resources and staying alive until we've run our opponents out of cards. It's a patient player's deck.\n\nI'm trying to keep the list fairly budget-friendly so I am not running a lot of higher-priced staples in my collection. Grand Abolisher, Recruiter of the Guard, Smothering Tithe, Land Tax, Esper Sentinel, Enlightened Tutor, Tithe, Teferi's Protection, Ugin the Spirit Dragon, Karn Liberated, etc. are not in the list. They could be, I'm not morally opposed to strong Magic cards, I'm just not playing them currently. It's been a fun experiment, trying to push the deck down in price while continuing to improve it.\n\nWeaknesses. \n\nThe deck is relatively light on ramp. Repeatedly flickering Kor Cartographer or Great Desert Prospector can get silly, of course, but for the most part we'd rather arrive at having a ton of mana via the scenic route rather than the fast route; playing lands one at a time from our hand for several dozen turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We're soft to spell-based combo. We have some stack interaction via Gilded Light, Lapse of Certainty, and Abbeyance, but our slow clock and lack of disruption & hatebears (comparatively, for a monoW deck) means we can easily get stormed on or w/e."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We are vulnerable to Armageddon effects or other forms of mana-disruption, having very few mana rocks and running a relatively land-light list. It's worth noting here and worth playing around if possible even though it rarely comes up. Also, obviously, we don't run those effects because we'd almost never want to cast them."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We spend enough time searching our library for basic Plains or planeswalkers that I don't want to run too many tutor effects beyond Djeru. Personal preference, not a big deal to be honest."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rarely we draw all of our planeswalkers, which we strongly do not want to have happen."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"var(--light-background)","color":"var(--color)"},"insert":"We don't have a lot of \"flex slots.\" Between cycling cards, flicker targets, and a few planeswalkers for Djeru to grab, we only have room for a dozen or so other cards. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The words \"plains\" and \"plane\" will stop sounding like words if you play too many games in a row. This is arguably an upside because it is very funny, but I thought you should know."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nStrengths.\n\nCycling gives us good card selection for monoW, letting us dig through our deck while filling our yard and (most importantly) letting us make different meaningful decisions at any given time. Trying to figure out if it's correct to cycle one card or another, when to do so, etc. is interesting fun."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck is resilient. If Slide gets removed, we can respond by cycling a card to flicker Sun Titan, Auramancer, or Loran to get it right back at end of turn. We also have Drift as a backup, and several other ways to flicker our board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The current list strikes a good balance between wanting Slide to do it's thing, but not relying on it. The deck can play a decent \"Goodstuff Pile\" without Slide/Drift. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck lets us play a Superfriends style of control without having to overload on planeswalkers, PW-matters cards, Sphere of Safety effects, or dozens of boardwipes. Nothing wrong with those decks, of course, but in my experience the play pattern is very linear compared to this list."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The list is resistant to mana screw or mana flood. Screw because having so many plainscycling and cycling cards, not to mention cantrip creatures, lets us see so much more of our deck. Flood because we don't want to stop making land drops at basically any point unless we're trying to play around some sort Geddon effect; this is a deck that might keep an all-land hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We run essentially zero dedicated win-cons. Almost every card in the deck works as part of the same engine. Between that and our interaction suite, the typical \"Oops All Threats\" pubstomp battlecruiser decks are easy prey. This obviously isn't an optimized, high-efficiency cedh deck, but it wins surprisingly often."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Temporarily exiling an opponent's creature with Drift or Slide gives us, effectively, a constant stream of removal against voltron decks, +1/+1 counters decks, or decks that make big tokens."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Decks that lean on single-target interaction are also good matchups; our creatures often replace themselves in card-advantage and Drift/Slide is great at protecting them."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}















































































