8.6k views15 days ago
Commander
Size: 100Salt sum: 95.63
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jank_rising

8.6k views15 days ago
Commander
Size: 100Salt sum: 95.63

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{"ops":[{"insert":"aka: "},{"attributes":{"underline":true,"bold":true},"insert":"islands? more like WAS lands! muahahaha"},{"insert":"\n\nthis is my attempt at an optimized Taniwha list.\nthe primary goal of the deck is to turn Taniwha's drawback of phasing out our lands into a way of disadvantaging our opponents.\nif we can get our lands to phase out every turn, suddenly our stax pieces go from fair and symmetrical, to forming a complete lock on our opponent's resources.\n\nno strategy is off-limits. salt-score is a byproduct of greatness.\nenjoy.\n\n"},{"attributes":{"underline":true},"insert":"Phasing:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"before we start, I feel compelled to explain phasing, as it is a core mechanic of the deck.\na permanent can 'phase out' in numerous ways.\nif a permanent is phased out, it is considered to not exist. it can't be interacted with in any way.\nthis is different than something being 'exiled'. a phased out permanent does not leave the battlefield. it retains counters, and equipment as well as auras remain attached to it. in fact, if an equipped creature phases out, the equipment it is equipped with phase out as well. when the creature phases in on the players next untap step, the equipment phases back in as well, still attached to it.\na permanent that is phased out will phase back in at the beginning of that permanent's controller's next turn, before their untap step (some cards of course, are exceptions).\n\nTaniwha itself has "},{"attributes":{"italic":true},"insert":"Phasing"},{"insert":", which means it will constantly alternate between being phased out and in.\nleft to its own devices, it will exist for a turn, then disappear on the next.\n\nTaniwha's next ability causes all of our lands in play to phase out. if Taniwha is not in play, of course this will not trigger.\nthus, the pattern becomes:\nTaniwha phased in this turn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands will phase out on our upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"or\nTaniwha phased out this turn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands remain on the battlefield"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nthe only time we will have both Taniwha and our lands in play, is the turn on which Taniwha was cast.\nat the beginning of the next turn, Tani will phase out, and the cycle begins.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"on its own, Taniwha will only exile our lands every other turn.\nwe can however, interfere with the loop by phasing Taniwha out ourselves.\nif Taniwha has phased in on our turn, it will not phase out.\nso if we want to attack with Taniwha or have no lands on our next turn cycle, we must find a way to phase it out before our next turn begins.\n\n\n"},{"attributes":{"underline":true},"insert":"Core Cards:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nthe best way I have found to consistently phase Taniwha out, is with an obscure enchantment called "},{"insert":{"card-link":"Teferi's Veil"}},{"insert":".\nas long as Taniwha can continue attacking, it will always phase out after combat on our turn, meaning it will always phase in at the beginning of our next turn.\nif Tani is always phasing in, our lands are always phasing out.\nas an added bonus, phasing out protects Tani from any board wipes or other disasters our opponents might conjure up after our turn is over.\nto establish the lock, we will eventually need to stick a Veil, in combination with another lock piece.\n"},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" will help us tutor up this piece of the puzzle. \nnow that we have found a way to consistently put our lands away, we can take a look at the reasons for doing so.\n\nbehold, the best ramp spell in the game (in mono blue, anyway): "},{"insert":{"card-link":"Surveyor's Scope"}},{"insert":".\nat first glance, this inconspicuous card seems like it deserves its $0.30 price tag.\nbut the more I have played this deck, the more I have become seriously impressed by this card.\nreading this card in the context of Taniwha will reveal its true power: 2 colorless mana to fetch three UNTAPPED lands.\nthis is seriously one of the best cards in the deck.\nwe would like so badly to recur this card, we are even playing "},{"insert":{"card-link":"Karn, the Great Creator"}},{"insert":".\n\nnow we get to the good stuff.\n"},{"insert":{"card-link":"Ward of Bones"}},{"insert":" | "},{"insert":{"card-link":"Mana Vortex"}},{"insert":" | "},{"insert":{"card-link":"Land Equilibrium"}},{"insert":"\nall three of these pieces will slow our opponent's development, and should eventually lock them out.\nVortex is the weakest of the three, but can still affect the game even without the lock in play.\nif we have Taniwha out, we can choose to phase our lands out before we are forced to sacrifice a land.\nLand Equilibrium and Ward of Bones will prevent our opponents from playing any lands on the turns when our lands are phased out, and eventually serve to lock our opponents out of playing lands at all once we have established the Taniwha + Teferi's Veil phasing loop.\n\n"},{"insert":{"card-link":"Sunder"}},{"insert":"\nin most games, you will simply float mana in response to Taniwha's upkeep trigger, then cast Sunder after all our lands have phased out.\ndon't underestimate the power of setting your opponents back 4 or 5 turns.\nbe careful casting this if there is currently a board full of creatures however, as this spell can pull a lot of aggro.\nSunder can do some heavy lifting, but sometimes you just don't have the mana or time for it.\ndon't be afraid to discard this, but I do consider it to be a core part of the deck.\n\nlastly we have a pair of lands, "},{"insert":{"card-link":"Thawing Glaciers"}},{"insert":" and "},{"insert":{"card-link":"Urza's Saga"}},{"insert":".\nboth of these have wonderful interactions with both phasing, and our Teferi's Veil loop.\nThawing Glaciers can be activated before Taniwha's upkeep trigger, but will not return to our hand at end of turn as it no longer exists (it is phased out).\nthe ramp this provides will quickly get you to an insane amount of mana available, albeit only during our upkeep.\nUrza's Saga is already a strong card under normal circumstances, but has higher than normal potential in Taniwha.\nwith some planning, we can potentially establish our Teferi's Veil loop on the same turn that Urza's Saga hits two lore counters.\nbecause lore counters are added at the beginning of your main phase, if our lands are phasing out every upkeep, the final phase of the Saga will never trigger. This means you will be able to create a construct every upkeep until our loop is broken.\noften it is correct to search up some form of ramp or card draw, but this interaction is so strong I wanted to mention it as a possible play.\n\n"},{"insert":{"card-link":"Dress Down"}},{"insert":" \nwe can play this during the end step right before our turn to ensure we have access to all of our mana throughout our next turn.\nTaniwha will lose trample, but our lands will remain on the battlefield along with Taniwha as DD will remain on the battlefield until our end step.\n\n"},{"insert":{"card-link":"Shadow of the Second Sun"}},{"insert":" \ni'm not convinced this card is good, but it has some very interesting interactions with Taniwha.\ni have included a number of spells to manipulate Tani's phasing state, in an attempt to abuse this card. I do not have high hopes.\ni have also chosen to include a number of "},{"insert":{"card-link":"Stifle"}},{"insert":" effects, in an attempt to enable us to occasionally have access to our lands during our turn (stifle Tani's upkeep trigger).\nif Tani phases in at the start of our turn with Second Sun in play: \nour lands will phase out on our first upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tani will phase out during our postcombat untap step"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands will phase in during our postcombat untap step"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tani will phase in during our next turn, starting the cycle again"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"thus, if Tani is phasing in on our turn, our lands will only exist during our opponents turns, and Tani will only exist during ours.\n\nif instead, Tani is phasing out on our turn while Second Sun is on the battlefield:\nif phased out, our lands will return during our untap step"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands will not phase out during our upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tani will phase in during our postcombat untap step"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands will phase out during our postcombat upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"thus, if Tani is phasing out on our turn, our lands will not exist during our opponents turns, but Tani will remain on the battlefield.\n\nif Teferi's Veil is in play in combination with Shadow of the Second Sun:\nif Tani phases in at the start of our turn:\nour lands phase out on our first upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tani attacks, and phases out at end of combat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"after the postcombat main phase, our lands phase in, and Tani phases in"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"on our postcombat upkeep, our lands phase out"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"next turn, Tani phases out, our lands phase in"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"if Tani phases out at the start of our turn:\nour lands do not phase out on our upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Teferi's Veil does not trigger"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"at the start of our post-combat untap step, Tani phases in"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"on our post-combat upkeep, our lands phase out"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"next turn, Tani phases out again"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"as you can see, Tani tends to become stuck phased out on our turn with both of these enchantments in play, and our lands only exist during our own turn, until our post-combat upkeep.\nnot a great combination, but the potential of Second Sun as a redundant Veil must be explored!\n\n"},{"attributes":{"underline":true},"insert":"Gameplay:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"didn't add this part yet\n\n"},{"attributes":{"underline":true},"insert":"Exclusions:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nedhrec lists a few 'top' cards that I have chosen not to run. here are my thoughts.\n\n"},{"insert":{"card-link":"Worldslayer"}},{"insert":" \nWorldslayer has a lot of potential, but I feel that the card is not quite the right fit for this deck.\nto start, if Tani is on the battlefield, then our lands have already phased out.\nthis means you will need access to 5 mana likely from rocks (perhaps one land) to equip the Worldslayer, all of which will be destroyed when Tani connects.\nthe whole table will gladly unite against you to prevent Tani from hitting any one of their faces. we can happily sling free spells against one player, but will quickly run out of resources trying to stop all three others from target-firing Tani.\nwe would need to consider running more protection spells, as protecting Tani with phasing does not seem ideal (although phasing Tani out in response to the Worldslayer trigger sounds sweet).\nkeep in mind that Worldslayer also destroys Taniwha itself when it connects.\nyes, our opponents will be far behind you with their permanents destroyed, but taniwha can take a long time to get the job done and our opponents will quickly rebuild.\nimagine actually hitting someone with a Tani equipped with Worldslayer. a turn later, you recast Tani. a turn after that, it phases out. a turn after that, you swing for 7. next turn Tani phases out again, and finally 5 turns later you have managed to kill the one player you originally attacked.\nI can see this getting wins, but it seems like there is a lot of chaos involved. I'd personally rather try to focus on locking all opponents out at the same time.\n\n"},{"insert":{"card-link":"Acid Rain"}},{"insert":" + "},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":"\nConsidering re-adding this combo. Harbinger of the Seas allows us to pick up our Yavi later in the game with "},{"insert":{"card-link":"Daze"}},{"insert":" and "},{"insert":{"card-link":"Gush"}},{"insert":" . could be a huge blowout, though the drawbacks still exist.\n"},{"attributes":{"strike":true},"insert":"I tried for a long time to make this combo work, unfortunately it feels far too clunky to consistently pull off."},{"insert":"\nboth cards are mostly dead draws when drawn alone."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"you can't play Yavimaya before the turn on which you will play Acid Rain. if you play Yavi, it will be phased out on future turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Acid Rain is a sorcery. once again, you rely on rocks to actually be able to cast it even after working to get both cards in your hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"blue doesn't have a card like "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":" that tutors for both pieces. adding a "},{"insert":{"card-link":"Tolaria West"}},{"insert":" to give us the option to tutor up Yavimaya when we need it will actually affect the deck's early game more than you'd think, and will feel REALLY bad when we inevitably draw both, before drawing Acid Rain."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Shimmer"}},{"insert":" + ("},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" or "},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":")\nagain, Shimmer is a sweet card, but I don't think it fits in this deck.\nwe want to phase our own lands out so that our opponents cannot play lands. if our opponent's lands phase out every other turn, that gives them the potential of building two phases of lands, beneath our stax pieces.\nsweet combo though.\n\n"},{"insert":{"card-link":"Thwart"}},{"insert":"\nprobably one of the worst free counterspells in Taniwha. we can't return islands to our hand if they don't exist (they are phased out). I can justify "},{"insert":{"card-link":"Daze"}},{"insert":", as we will often be able to play an island for the turn after our lands have phased out, but three islands for Thwart seems often unattainable when we need it most.\n\n"},{"attributes":{"underline":true},"insert":"Final Thoughts:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nidk lol\n"}]}
Taniwha
Trample
Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
At the beginning of your upkeep, all lands you control phase out. (They phase in before you untap during your next untap step.)
Legendary Creature - Serpent
Taniwha (mir) 95

Commander

(Ctrl to add secondary)
Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura
Amphibian Downpour (mh3) 51
Ethereal Forager
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Flying
Whenever this creature attacks, you may return an instant or sorcery card exiled with this creature to its owner's hand.
Creature - Elemental Whale
Ethereal Forager (c20) 34
Exchange of Words
When this enchantment enters, choose two target creatures. For as long as this enchantment remains on the battlefield, exchange the text boxes of those creatures.
Enchantment
Exchange of Words (unf) 331
Snapcaster Mage
Flash
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Creature - Human Wizard
Snapcaster Mage (isd) 78

bounce_me

(Ctrl to add secondary)
Evacuation
Return all creatures to their owners' hands.
Instant
Evacuation (7ed) 72★
Paradoxical Outcome
Return any number of target nonland, nontoken permanents you control to their owners' hands. Draw a card for each card returned to your hand this way.
Instant
Paradoxical Outcome (tsr) 314

bouncers

(Ctrl to add secondary)
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (ulg) 32
Gush
You may return two Islands you control to their owner's hand rather than pay this spell's mana cost.
Draw two cards.
Instant
Gush (mmq) 82
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
.
Enchantment
Mystic Remora (ice) 87
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (pcy) 45
Windfall
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Windfall (p30a) 6

draw

(Ctrl to add secondary)
Emergence Zone
: Add
.
,
, Sacrifice this land: You may cast spells this turn as though they had flash.
Land
Emergence Zone (war) 245
High Fae Trickster
Flash (You may cast this spell any time you could cast an instant.)
Flying
You may cast spells as though they had flash.
Creature - Wizard Faerie
High Fae Trickster (fdn) 40
Leyline of Anticipation
If this card is in your opening hand, you may begin the game with it on the battlefield.
You may cast spells as though they had flash.
Enchantment
Leyline of Anticipation (m11) 61
Valley Floodcaller
Flash
You may cast noncreature spells as though they had flash.
Whenever you cast a noncreature spell, Birds, Frogs, Otters, and Rats you control get +1/+1 until end of turn. Untap them.
Creature - Wizard Otter
Valley Floodcaller (blb) 308

flashers

(Ctrl to add secondary)
Ancient Tomb
: Add
. This land deals 2 damage to you.
Land
Ancient Tomb (v12) 1
Drownyard Temple
: Add
.
: Return this card from your graveyard to the battlefield tapped.
Land
Drownyard Temple (psoi) 271s
Island
(
: Add
.)
Basic Land - Island
Island (pal02) 1
Lórien Revealed
Draw three cards.
Islandcycling
(
, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Sorcery
Lórien Revealed (ltr) 60
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (pw24) 10
Thawing Glaciers
This land enters tapped.
,
: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Return this land to its owner's hand at the beginning of the next cleanup step.
Land
Thawing Glaciers (g10) 4
The Tabernacle at Pendrell Vale
All creatures have "At the beginning of your upkeep, destroy this creature unless you pay
."
Legendary Land
The Tabernacle at Pendrell Vale (leg) 307
Tolaria West
This land enters tapped.
: Add
.
Transmute
(
, Discard this card: Search your library for a card with mana value 0, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Land
Tolaria West (fut) 173
Urza's Cave
: Add
.
,
, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Land - Urza's Cave
Urza's Cave (mh3) 234
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.
Land Enchantment - Saga Urza's
Urza's Saga (mh2) 259

Land

(Ctrl to add secondary)
Back to Basics
Nonbasic lands don't untap during their controllers' untap steps.
Enchantment
Back to Basics (usg) 62
Land Equilibrium
If an opponent who controls at least as many lands as you do would put a land onto the battlefield, that player instead puts that land onto the battlefield then sacrifices a land of their choice.
Enchantment
Land Equilibrium (leg) 64
Mana Vortex
When you cast this spell, counter it unless you sacrifice a land.
At the beginning of each player's upkeep, that player sacrifices a land of their choice.
When there are no lands on the battlefield, sacrifice this enchantment.
Enchantment
Mana Vortex (drk) 31
Sunder
Return all lands to their owners' hands.
Instant
Sunder (mp2) 36
Ward of Bones
Each opponent who controls more creatures than you can't cast creature spells. The same is true for artifacts and enchantments.
Each opponent who controls more lands than you can't play lands.
Artifact
Ward of Bones (eve) 174

land_disruption

(Ctrl to add secondary)
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.)
Instant
March of Swirling Mist (neo) 61
Slip Out the Back
Put a +1/+1 counter on target creature. It phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
Instant
Slip Out the Back (snc) 62
Talon Gates of Madara
When this land enters, up to one target creature phases out.
: Add
.
,
: Add one mana of any color.
: Put this card from your hand onto the battlefield.
Land - Gate
Talon Gates of Madara (m3c) 82
Teferi's Veil
Whenever a creature you control attacks, it phases out at end of combat. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)
Enchantment
Teferi's Veil (wth) 53
Time and Tide
Simultaneously, all phased-out creatures phase in and all creatures with phasing phase out.
Instant
Time and Tide (vis) 46

phaser

(Ctrl to add secondary)
Daze
You may return an Island you control to its owner's hand rather than pay this spell's mana cost.
Counter target spell unless its controller pays
.
Instant
Daze (nem) 30
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (cmm) 489
Force of Will
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.
Instant
Force of Will (all) 28
Muddle the Mixture
Counter target instant or sorcery spell.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Muddle the Mixture (rav) 60
Spellskite
: Change a target of target spell or ability to this creature. (
can be paid with either
or 2 life.)
Creature Artifact - Horror Phyrexian
Spellskite (nph) 159

protect_tani

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (p30m) 1F★
Chrome Mox
Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand.
: Add one mana of any of the exiled card's colors.
Artifact
Chrome Mox (mrd) 152
Clock of Omens
Tap two untapped artifacts you control: Untap target artifact.
Artifact
Clock of Omens (5dn) 110
Jeweled Amulet
,
: Put a charge counter on this artifact. Note the type of mana spent to pay this activation cost. Activate only if there are no charge counters on this artifact.
, Remove a charge counter from this artifact: Add one mana of this artifact's last noted type.
Artifact
Jeweled Amulet (ice) 326
Lotus Petal
, Sacrifice this artifact: Add one mana of any color.
Artifact
Lotus Petal (p30m) 2
Mox Diamond
If this artifact would enter, you may discard a land card instead. If you do, put this artifact onto the battlefield. If you don't, put it into its owner's graveyard.
: Add one mana of any color.
Artifact
Mox Diamond (sth) 138
Mox Opal
Metalcraft —
: Add one mana of any color. Activate only if you control three or more artifacts.
Legendary Artifact
Mox Opal (som) 179
Surveyor's Scope
, Exile this artifact: Search your library for up to X basic land cards, where X is the number of players who control at least two more lands than you. Put those cards onto the battlefield, then shuffle.
Artifact
Surveyor's Scope (c13) 262

ramp / rox

(Ctrl to add secondary)
Arcane Laboratory
Each player can't cast more than one spell each turn.
Enchantment
Arcane Laboratory (7ed) 60★
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rvr) 313
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (tmp) 80
Silent Arbiter
No more than one creature can attack each combat.
No more than one creature can block each combat.
Creature Artifact - Construct
Silent Arbiter (5dn) 150

stall

(Ctrl to add secondary)
Hide on the Ceiling
Exile X target artifacts and/or creatures. Return the exiled cards to the battlefield under their owners' control at the beginning of the next end step.
Instant
Hide on the Ceiling (pspm) 32s
Mystifying Maze
: Add
.
,
: Exile target attacking creature an opponent controls. At the beginning of the next end step, return it to the battlefield tapped under its owner's control.
Land
Mystifying Maze (m11) 226
Nulldrifter
When you cast this spell, draw two cards.
Flying
Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental Eldrazi
Nulldrifter (mh3) 388
Parallax Tide
Fading 5 (This enchantment enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from this enchantment: Exile target land.
When this enchantment leaves the battlefield, each player returns to the battlefield all cards they own exiled with it.
Enchantment
Parallax Tide (nem) 37
Sinister Concierge
When this creature dies, you may exile it and put three time counters on it. If you do, exile up to one target creature and put three time counters on it. Each card exiled this way that doesn't have suspend gains suspend. (For each card with suspend, its owner removes a time counter from it at the beginning of their upkeep. When the last is removed, they may cast it without paying its mana cost. Those creature spells have haste.)
Creature - Human Wizard
Sinister Concierge (pncc) 30p

stifle_me

(Ctrl to add secondary)
Consign to Memory
Replicate
(When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Counter target triggered ability or colorless spell.
Instant
Consign to Memory (mh3) 54
Stifle
Counter target activated or triggered ability. (Mana abilities can't be targeted.)
Instant
Stifle (scg) 52
Tishana's Tidebinder
Flash
When this creature enters, counter up to one target activated or triggered ability. If an ability of an artifact, creature, or planeswalker is countered this way, that permanent loses all abilities for as long as this creature remains on the battlefield. (Mana abilities can't be targeted.)
Creature - Wizard Merfolk
Tishana's Tidebinder (plci) 81s
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.)
Instant
Trickbind (tsp) 88

stifles

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Howling Mine
At the beginning of each player's draw step, if this artifact is untapped, that player draws an additional card.
Artifact
Howling Mine (7ed) 300★
Static Orb
As long as this artifact is untapped, players can't untap more than two permanents during their untap steps.
Artifact
Static Orb (7ed) 319★
Storage Matrix
As long as this artifact is untapped, each player chooses artifact, creature, or land during their untap step. That player can untap only permanents of the chosen type this step.
Artifact
Storage Matrix (uds) 138

tap_me

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Moonsnare Prototype
, Tap an untapped artifact or creature you control: Add
.
Channel —
, Discard this card: The owner of target nonland permanent puts it on their choice of the top or bottom of their library.
Artifact
Moonsnare Prototype (neo) 69
Skateboard
When this Equipment enters, tap target permanent.
Equipped creature gets +1/+0 and has haste.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Skateboard (tmt) 178
Urza, Lord High Artificer
When Urza enters, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
Tap an untapped artifact you control: Add
.
: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.
Legendary Creature - Human Artificer
Urza, Lord High Artificer (h1r) 11

tapper

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Coveted Jewel
When this artifact enters, draw three cards.
: Add three mana of any one color.
Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it.
Artifact
Coveted Jewel (m3c) 287
Grim Monolith
This artifact doesn't untap during your untap step.
: Add
.
: Untap this artifact.
Artifact
Grim Monolith (ulg) 126
Mana Vault
This artifact doesn't untap during your untap step.
At the beginning of your upkeep, you may pay
. If you do, untap this artifact.
At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you.
: Add
.
Artifact
Mana Vault (puma) U29
Sol Ring
: Add
.
Artifact
Sol Ring (sld) 1696
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.
Legendary Artifact
The One Ring (ltr) 451

untap_me

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Manifold Key
,
: Untap another target artifact.
,
: Target creature can't be blocked this turn.
Artifact
Manifold Key (tsr) 398
Minamo, School at Water's Edge
: Add
.
,
: Untap target legendary permanent.
Legendary Land
Minamo, School at Water's Edge (chk) 279
Tezzeret, Cruel Captain
Whenever an artifact you control enters, put a loyalty counter on Tezzeret.
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
Legendary Planeswalker - Tezzeret
Tezzeret, Cruel Captain (peoe) 2s
Voltaic Key
,
: Untap target artifact.
Artifact
Voltaic Key (pmei) 2024-11

untapper

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Sway of the Stars
Each player shuffles their hand, graveyard, and all permanents they own into their library, then draws seven cards. Each player's life total becomes 7.
Sorcery
Sway of the Stars (bok) 54

win?_if_tani_phased

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Chain of Vapor
Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land of their choice. If the player does, they may copy this spell and may choose a new target for that copy.
Instant
Chain of Vapor (ons) 73
Desynchronization
Return each nonland permanent that's not historic to its owner's hand. (Artifacts, legendaries, and Sagas are historic.)
Instant
Desynchronization (acr) 189
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.)
Sorcery - Lesson
Echocasting Symposium (sos) 44
Frozen Aether
Artifacts, creatures, and lands your opponents control enter tapped.
Enchantment
Frozen Aether (plc) 54
Glasses of Urza
: Look at target player's hand.
Artifact
Glasses of Urza (leb) 246
Harbinger of the Seas
Nonbasic lands are Islands.
Creature - Wizard Merfolk
Harbinger of the Seas (pmh3) 63s
Laser Screwdriver
: Add one mana of any color.
,
: Tap target artifact.
,
: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
,
: Goad target creature. (Until your next turn, it attacks each combat if able and attacks a player other than you if able.)
Artifact
Laser Screwdriver (who) 783
Lavaspur Boots
Equipped creature gets +1/+0 and has haste and ward
. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Equip
Artifact - Equipment
Lavaspur Boots (otj) 243
Lich's Mirror
If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.
Artifact
Lich's Mirror (ala) 210
Misleading Signpost
Flash
When this artifact enters during the declare attackers step, you may reselect which player or permanent target attacking creature is attacking. (It can't attack its controller or their permanents.)
: Add
.
Artifact
Misleading Signpost (woc) 11
Phyrexian Dreadnought
Trample
When this creature enters, sacrifice it unless you sacrifice any number of creatures with total power 12 or greater.
Creature Artifact - Dreadnought Phyrexian
Phyrexian Dreadnought (g10) 3
Stasis
Players skip their untap steps.
At the beginning of your upkeep, sacrifice this enchantment unless you pay
.
Enchantment
Stasis (leb) 81
Suspend
Exile target creature and put two time counters on it. 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
Suspend (pmh2) 68s
Teferi's Time Twist
Exile target permanent you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. If it enters as a creature, it enters with an additional +1/+1 counter on it.
Instant
Teferi's Time Twist (war) 72
Thada Adel, Acquisitor
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever Thada Adel deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.
Legendary Creature - Merfolk Rogue
Thada Adel, Acquisitor (wwk) 40
Upheaval
Return all permanents to their owners' hands.
Sorcery
Upheaval (ody) 113
Wipe Away
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Return target permanent to its owner's hand.
Instant
Wipe Away (tsp) 94

Maybeboard

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Construct
This creature gets +1/+1 for each artifact you control.
Creature Artifact Token - Construct
Construct (tmh1) 17
Mise
Choose a nonland card name, then reveal the top card of your library. If that card has the chosen name, you draw three cards.
Instant
Mise (unh) 38

Tokens & Extras

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 8 cards
56 pips - 41 cards
36 mana - 34 cards
0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
18 mana - 12 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"aka: "},{"attributes":{"underline":true,"bold":true},"insert":"islands? more like WAS lands! muahahaha"},{"insert":"\n\nthis is my attempt at an optimized Taniwha list.\nthe primary goal of the deck is to turn Taniwha's drawback of phasing out our lands into a way of disadvantaging our opponents.\nif we can get our lands to phase out every turn, suddenly our stax pieces go from fair and symmetrical, to forming a complete lock on our opponent's resources.\n\nno strategy is off-limits. salt-score is a byproduct of greatness.\nenjoy.\n\n"},{"attributes":{"underline":true},"insert":"Phasing:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"before we start, I feel compelled to explain phasing, as it is a core mechanic of the deck.\na permanent can 'phase out' in numerous ways.\nif a permanent is phased out, it is considered to not exist. it can't be interacted with in any way.\nthis is different than something being 'exiled'. a phased out permanent does not leave the battlefield. it retains counters, and equipment as well as auras remain attached to it. in fact, if an equipped creature phases out, the equipment it is equipped with phase out as well. when the creature phases in on the players next untap step, the equipment phases back in as well, still attached to it.\na permanent that is phased out will phase back in at the beginning of that permanent's controller's next turn, before their untap step (some cards of course, are exceptions).\n\nTaniwha itself has "},{"attributes":{"italic":true},"insert":"Phasing"},{"insert":", which means it will constantly alternate between being phased out and in.\nleft to its own devices, it will exist for a turn, then disappear on the next.\n\nTaniwha's next ability causes all of our lands in play to phase out. if Taniwha is not in play, of course this will not trigger.\nthus, the pattern becomes:\nTaniwha phased in this turn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands will phase out on our upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"or\nTaniwha phased out this turn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands remain on the battlefield"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nthe only time we will have both Taniwha and our lands in play, is the turn on which Taniwha was cast.\nat the beginning of the next turn, Tani will phase out, and the cycle begins.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"on its own, Taniwha will only exile our lands every other turn.\nwe can however, interfere with the loop by phasing Taniwha out ourselves.\nif Taniwha has phased in on our turn, it will not phase out.\nso if we want to attack with Taniwha or have no lands on our next turn cycle, we must find a way to phase it out before our next turn begins.\n\n\n"},{"attributes":{"underline":true},"insert":"Core Cards:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nthe best way I have found to consistently phase Taniwha out, is with an obscure enchantment called "},{"insert":{"card-link":"Teferi's Veil"}},{"insert":".\nas long as Taniwha can continue attacking, it will always phase out after combat on our turn, meaning it will always phase in at the beginning of our next turn.\nif Tani is always phasing in, our lands are always phasing out.\nas an added bonus, phasing out protects Tani from any board wipes or other disasters our opponents might conjure up after our turn is over.\nto establish the lock, we will eventually need to stick a Veil, in combination with another lock piece.\n"},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" will help us tutor up this piece of the puzzle. \nnow that we have found a way to consistently put our lands away, we can take a look at the reasons for doing so.\n\nbehold, the best ramp spell in the game (in mono blue, anyway): "},{"insert":{"card-link":"Surveyor's Scope"}},{"insert":".\nat first glance, this inconspicuous card seems like it deserves its $0.30 price tag.\nbut the more I have played this deck, the more I have become seriously impressed by this card.\nreading this card in the context of Taniwha will reveal its true power: 2 colorless mana to fetch three UNTAPPED lands.\nthis is seriously one of the best cards in the deck.\nwe would like so badly to recur this card, we are even playing "},{"insert":{"card-link":"Karn, the Great Creator"}},{"insert":".\n\nnow we get to the good stuff.\n"},{"insert":{"card-link":"Ward of Bones"}},{"insert":" | "},{"insert":{"card-link":"Mana Vortex"}},{"insert":" | "},{"insert":{"card-link":"Land Equilibrium"}},{"insert":"\nall three of these pieces will slow our opponent's development, and should eventually lock them out.\nVortex is the weakest of the three, but can still affect the game even without the lock in play.\nif we have Taniwha out, we can choose to phase our lands out before we are forced to sacrifice a land.\nLand Equilibrium and Ward of Bones will prevent our opponents from playing any lands on the turns when our lands are phased out, and eventually serve to lock our opponents out of playing lands at all once we have established the Taniwha + Teferi's Veil phasing loop.\n\n"},{"insert":{"card-link":"Sunder"}},{"insert":"\nin most games, you will simply float mana in response to Taniwha's upkeep trigger, then cast Sunder after all our lands have phased out.\ndon't underestimate the power of setting your opponents back 4 or 5 turns.\nbe careful casting this if there is currently a board full of creatures however, as this spell can pull a lot of aggro.\nSunder can do some heavy lifting, but sometimes you just don't have the mana or time for it.\ndon't be afraid to discard this, but I do consider it to be a core part of the deck.\n\nlastly we have a pair of lands, "},{"insert":{"card-link":"Thawing Glaciers"}},{"insert":" and "},{"insert":{"card-link":"Urza's Saga"}},{"insert":".\nboth of these have wonderful interactions with both phasing, and our Teferi's Veil loop.\nThawing Glaciers can be activated before Taniwha's upkeep trigger, but will not return to our hand at end of turn as it no longer exists (it is phased out).\nthe ramp this provides will quickly get you to an insane amount of mana available, albeit only during our upkeep.\nUrza's Saga is already a strong card under normal circumstances, but has higher than normal potential in Taniwha.\nwith some planning, we can potentially establish our Teferi's Veil loop on the same turn that Urza's Saga hits two lore counters.\nbecause lore counters are added at the beginning of your main phase, if our lands are phasing out every upkeep, the final phase of the Saga will never trigger. This means you will be able to create a construct every upkeep until our loop is broken.\noften it is correct to search up some form of ramp or card draw, but this interaction is so strong I wanted to mention it as a possible play.\n\n"},{"insert":{"card-link":"Dress Down"}},{"insert":" \nwe can play this during the end step right before our turn to ensure we have access to all of our mana throughout our next turn.\nTaniwha will lose trample, but our lands will remain on the battlefield along with Taniwha as DD will remain on the battlefield until our end step.\n\n"},{"insert":{"card-link":"Shadow of the Second Sun"}},{"insert":" \ni'm not convinced this card is good, but it has some very interesting interactions with Taniwha.\ni have included a number of spells to manipulate Tani's phasing state, in an attempt to abuse this card. I do not have high hopes.\ni have also chosen to include a number of "},{"insert":{"card-link":"Stifle"}},{"insert":" effects, in an attempt to enable us to occasionally have access to our lands during our turn (stifle Tani's upkeep trigger).\nif Tani phases in at the start of our turn with Second Sun in play: \nour lands will phase out on our first upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tani will phase out during our postcombat untap step"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands will phase in during our postcombat untap step"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tani will phase in during our next turn, starting the cycle again"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"thus, if Tani is phasing in on our turn, our lands will only exist during our opponents turns, and Tani will only exist during ours.\n\nif instead, Tani is phasing out on our turn while Second Sun is on the battlefield:\nif phased out, our lands will return during our untap step"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands will not phase out during our upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tani will phase in during our postcombat untap step"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands will phase out during our postcombat upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"thus, if Tani is phasing out on our turn, our lands will not exist during our opponents turns, but Tani will remain on the battlefield.\n\nif Teferi's Veil is in play in combination with Shadow of the Second Sun:\nif Tani phases in at the start of our turn:\nour lands phase out on our first upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tani attacks, and phases out at end of combat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"after the postcombat main phase, our lands phase in, and Tani phases in"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"on our postcombat upkeep, our lands phase out"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"next turn, Tani phases out, our lands phase in"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"if Tani phases out at the start of our turn:\nour lands do not phase out on our upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Teferi's Veil does not trigger"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"at the start of our post-combat untap step, Tani phases in"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"on our post-combat upkeep, our lands phase out"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"next turn, Tani phases out again"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"as you can see, Tani tends to become stuck phased out on our turn with both of these enchantments in play, and our lands only exist during our own turn, until our post-combat upkeep.\nnot a great combination, but the potential of Second Sun as a redundant Veil must be explored!\n\n"},{"attributes":{"underline":true},"insert":"Gameplay:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"didn't add this part yet\n\n"},{"attributes":{"underline":true},"insert":"Exclusions:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nedhrec lists a few 'top' cards that I have chosen not to run. here are my thoughts.\n\n"},{"insert":{"card-link":"Worldslayer"}},{"insert":" \nWorldslayer has a lot of potential, but I feel that the card is not quite the right fit for this deck.\nto start, if Tani is on the battlefield, then our lands have already phased out.\nthis means you will need access to 5 mana likely from rocks (perhaps one land) to equip the Worldslayer, all of which will be destroyed when Tani connects.\nthe whole table will gladly unite against you to prevent Tani from hitting any one of their faces. we can happily sling free spells against one player, but will quickly run out of resources trying to stop all three others from target-firing Tani.\nwe would need to consider running more protection spells, as protecting Tani with phasing does not seem ideal (although phasing Tani out in response to the Worldslayer trigger sounds sweet).\nkeep in mind that Worldslayer also destroys Taniwha itself when it connects.\nyes, our opponents will be far behind you with their permanents destroyed, but taniwha can take a long time to get the job done and our opponents will quickly rebuild.\nimagine actually hitting someone with a Tani equipped with Worldslayer. a turn later, you recast Tani. a turn after that, it phases out. a turn after that, you swing for 7. next turn Tani phases out again, and finally 5 turns later you have managed to kill the one player you originally attacked.\nI can see this getting wins, but it seems like there is a lot of chaos involved. I'd personally rather try to focus on locking all opponents out at the same time.\n\n"},{"insert":{"card-link":"Acid Rain"}},{"insert":" + "},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":"\nConsidering re-adding this combo. Harbinger of the Seas allows us to pick up our Yavi later in the game with "},{"insert":{"card-link":"Daze"}},{"insert":" and "},{"insert":{"card-link":"Gush"}},{"insert":" . could be a huge blowout, though the drawbacks still exist.\n"},{"attributes":{"strike":true},"insert":"I tried for a long time to make this combo work, unfortunately it feels far too clunky to consistently pull off."},{"insert":"\nboth cards are mostly dead draws when drawn alone."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"you can't play Yavimaya before the turn on which you will play Acid Rain. if you play Yavi, it will be phased out on future turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Acid Rain is a sorcery. once again, you rely on rocks to actually be able to cast it even after working to get both cards in your hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"blue doesn't have a card like "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":" that tutors for both pieces. adding a "},{"insert":{"card-link":"Tolaria West"}},{"insert":" to give us the option to tutor up Yavimaya when we need it will actually affect the deck's early game more than you'd think, and will feel REALLY bad when we inevitably draw both, before drawing Acid Rain."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Shimmer"}},{"insert":" + ("},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" or "},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":")\nagain, Shimmer is a sweet card, but I don't think it fits in this deck.\nwe want to phase our own lands out so that our opponents cannot play lands. if our opponent's lands phase out every other turn, that gives them the potential of building two phases of lands, beneath our stax pieces.\nsweet combo though.\n\n"},{"insert":{"card-link":"Thwart"}},{"insert":"\nprobably one of the worst free counterspells in Taniwha. we can't return islands to our hand if they don't exist (they are phased out). I can justify "},{"insert":{"card-link":"Daze"}},{"insert":", as we will often be able to play an island for the turn after our lands have phased out, but three islands for Thwart seems often unattainable when we need it most.\n\n"},{"attributes":{"underline":true},"insert":"Final Thoughts:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nidk lol\n"}]}
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