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Commander
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Commander
Minn, Wily Illusionist
Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This token gets +1/+0 for each other Illusion you control."
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Legendary Creature - Wizard Gnome

Commander
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Card Draw
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

Card Draw
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Combo/Win-con
Combo/Win-con
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Interaction
Glacial Chasm
Cumulative upkeep—Pay 2 life. (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.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land

Interaction
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Land
Land
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Other
Other
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Ramp
Ramp
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Tutor
Tutor
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Add
Add
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Maybeboard
Dream Tides
Creatures don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
Enchantment

Mystic Veil
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
Enchant creature
Enchanted creature has shroud. (It can't be the target of spells or abilities.)
Enchant creature
Enchanted creature has shroud. (It can't be the target of spells or abilities.)
Enchantment - Aura

Sapphire Charm
Choose one —
• Target player draws a card at the beginning of the next turn's upkeep.
• Target creature gains flying until end of turn.
• Target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
• Target player draws a card at the beginning of the next turn's upkeep.
• Target creature gains flying until end of turn.
• Target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
Instant

Temporal Distortion
Whenever a creature or land becomes tapped, put an hourglass counter on it.
Each permanent with an hourglass counter on it doesn't untap during its controller's untap step.
At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.
Each permanent with an hourglass counter on it doesn't untap during its controller's untap step.
At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.
Enchantment

Transmute Artifact
Sacrifice an artifact. If you do, search your library for an artifact card. If that card's mana value is less than or equal to the sacrificed artifact's mana value, put it onto the battlefield. If it's greater, you may pay , where X is the difference. If you do, put it onto the battlefield. If you don't, put it into its owner's graveyard. Then shuffle.
Sorcery

Volrath's Curse
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated. That creature's controller may sacrifice a permanent of their choice for that player to ignore this effect until end of turn.
: Return this Aura to its owner's hand.
Enchanted creature can't attack or block, and its activated abilities can't be activated. That creature's controller may sacrifice a permanent of their choice for that player to ignore this effect until end of turn.
: Return this Aura to its owner's hand.
Enchantment - Aura

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"A Minn deck that uses only \"old school\" ('93/'97 frame) cards. The limitation excludes many of the most synergistic card choices, so the game plan is to draw into an old school combo. \n\n"},{"attributes":{"underline":true},"insert":"Themes"},{"insert":"\nCard draw\nAristocrats\nCombo\n\n"},{"attributes":{"underline":true},"insert":"Combo Win Cons"},{"insert":"\n\n"},{"insert":{"card-link":"Iridescent Drake"}},{"insert":" + ("},{"insert":{"card-link":"False Demise"}},{"insert":"/"},{"insert":{"card-link":"Abduction"}},{"insert":") + ("},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":"/"},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":"/"},{"insert":{"card-link":"Altar of Dementia"}},{"insert":") = Infinite colourless/coloured mana/mill opponents\n\tAll the pieces of this combo can be put directly into play using Minn's second ability, allowing you to get around counter magic. It also enables the combo to be assembled at instant speed.\n\n"},{"insert":{"card-link":"High Tide"}},{"insert":" + "},{"insert":{"card-link":"Palinchron"}},{"insert":" + 7 lands = Infinite mana\n\tHigh Tide can be found directly with either "},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" or "},{"insert":{"card-link":"Merchant Scroll"}},{"insert":".\n\n"},{"attributes":{"underline":true},"insert":"Non-combo Wincons"},{"insert":"\nMass illusions + "},{"insert":{"card-link":"Wonder"}},{"insert":" , swing out for combat damage win\n\n"},{"attributes":{"underline":true},"insert":"Individual Card Comments"},{"insert":"\n"},{"insert":{"card-link":"Volrath's Curse"}},{"insert":": If you enchant a creature you control this can be used as a free sac outlet. This is a special action so does not use the stack and so cannot be activated again in response. This puts a limit of one free sac per turn.\n\n"},{"insert":{"card-link":"Reconstruction"}},{"insert":" and "},{"insert":{"card-link":"Recall"}},{"insert":" return combo pieces from the yard after they have been destroyed by opponents or looted away.\n\n\n"}]}





































































































