1.5k
4/11/2024
is land? more like WAS land! muahahaha
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $4161.78
Salt Sum: 77.29
1.5k
4/11/2024
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Commander

Quantity: 1Price: $4.99
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.)

Creature
Taniwha (mir) 95
1

Artifact

Quantity: 21Price: $1927.15
Aether Spellbomb

{U}, Sacrifice Aether Spellbomb: Return target creature to its owner's hand. {1}, Sacrifice Aether Spellbomb: Draw a card.

Artifact
Aether Spellbomb (mrd) 141
1
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (c21) 234
1
Chrome Mox

Imprint — When Chrome Mox enters the battlefield, you may exile a nonartifact, nonland card from your hand. {T}: Add one mana of any of the exiled card's colors.

Artifact
Chrome Mox (mrd) 152
1
Conjurer's Bauble

{T}, Sacrifice Conjurer's Bauble: Put up to one target card from your graveyard on the bottom of your library. Draw a card.

Artifact
Conjurer's Bauble (5dn) 112
1
Extraplanar Lens

Imprint — When Extraplanar Lens enters the battlefield, you may exile target land you control. Whenever a land with the same name as the exiled card is tapped for mana, its controller adds one mana of any type that land produced.

Artifact
Extraplanar Lens (mrd) 169
1
Grim Monolith

Grim Monolith doesn't untap during your untap step. {T}: Add {C}{C}{C}. {4}: Untap Grim Monolith.

Artifact
Grim Monolith (ulg) 126
1
Jeweled Lotus

{T}, Sacrifice Jeweled Lotus: Add three mana of any one color. Spend this mana only to cast your commander.

Artifact
Jeweled Lotus (cmr) 319
1
Lightning Greaves

Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}

Artifact
Lightning Greaves (mrd) 199
1
Lotus Petal

{T}, Sacrifice Lotus Petal: Add one mana of any color.

Artifact
Lotus Petal (tmp) 294
1
Mana Crypt

At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you. {T}: Add {C}{C}.

Artifact
Mana Crypt (phpr) 5
1
Mana Vault

Mana Vault doesn't untap during your untap step. At the beginning of your upkeep, you may pay {4}. If you do, untap Mana Vault. At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you. {T}: Add {C}{C}{C}.

Artifact
Mana Vault (3ed) 263
1
Manifold Key

{1}, {T}: Untap another target artifact. {3}, {T}: Target creature can't be blocked this turn.

Artifact
Manifold Key (m20) 230
1
Misleading Signpost

Flash When Misleading Signpost enters the battlefield 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.) {T}: Add {U}.

Artifact
Misleading Signpost (woc) 47
1
Mox Diamond

If Mox Diamond would enter the battlefield, you may discard a land card instead. If you do, put Mox Diamond onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add one mana of any color.

Artifact
Mox Diamond (sth) 138
1
Mox Opal

Metalcraft — {T}: Add one mana of any color. Activate only if you control three or more artifacts.

Artifact
Mox Opal (2xm) 275
1
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (c21) 263
1
Soul-Guide Lantern

When Soul-Guide Lantern enters the battlefield, exile target card from a graveyard. {T}, Sacrifice Soul-Guide Lantern: Exile each opponent's graveyard. {1}, {T}, Sacrifice Soul-Guide Lantern: Draw a card.

Artifact
Soul-Guide Lantern (brr) 54
1
Surveyor's Scope

{T}, Exile Surveyor's Scope: 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
1
The One Ring

Indestructible When The One Ring enters the battlefield, 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. {T}: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.

Artifact
The One Ring (ltr) 451
1
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
1
Wayfarer's Bauble

{2}, {T}, Sacrifice Wayfarer's Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Artifact
Wayfarer's Bauble (5dn) 165
1

Creature

Quantity: 6Price: $57.44
Emry, Lurker of the Loch

This spell costs {1} less to cast for each artifact you control. When Emry, Lurker of the Loch enters the battlefield, mill four cards. {T}: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)

Creature
Emry, Lurker of the Loch (slc) 2019
1
Faerie Mastermind

Flash Flying Whenever an opponent draws their second card each turn, you draw a card. {3}{U}: Each player draws a card.

Creature
Faerie Mastermind (mom) 352
1
Hullbreaker Horror

Flash This spell can't be countered. Whenever you cast a spell, choose up to one — • Return target spell you don't control to its owner's hand. • Return target nonland permanent to its owner's hand.

Creature
Hullbreaker Horror (vow) 63
1
Silent Arbiter

No more than one creature can attack each combat. No more than one creature can block each combat.

Creature Artifact
Silent Arbiter (5dn) 150
1
Spellskite

{U/P}: Change a target of target spell or ability to Spellskite. ({U/P} can be paid with either {U} or 2 life.)

Creature Artifact
Spellskite (nph) 159
1
Urza, Lord High Artificer

When Urza, Lord High Artificer enters the battlefield, create a 0/0 colorless Construct artifact creature token with "This creature gets +1/+1 for each artifact you control." Tap an untapped artifact you control: Add {U}. {5}: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.

Creature
Urza, Lord High Artificer (h1r) 11
1

Enchantment

Quantity: 11Price: $267.75
Back to Basics

Nonbasic lands don't untap during their controllers' untap steps.

Enchantment
Back to Basics (usg) 62
1
Dress Down

Flash When Dress Down enters the battlefield, draw a card. Creatures lose all abilities. At the beginning of the end step, sacrifice Dress Down.

Enchantment
Dress Down (mh2) 39
1
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.

Enchantment
Land Equilibrium (leg) 64
1
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. When there are no lands on the battlefield, sacrifice Mana Vortex.

Enchantment
Mana Vortex (drk) 31
1
Mind Over Matter

Discard a card: You may tap or untap target artifact, creature, or land.

Enchantment
Mind Over Matter (exo) 40
1
Mystic Remora

Cumulative upkeep {1} (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 {4}.

Enchantment
Mystic Remora (ice) 87
1
Pendrell Mists

All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay {1}."

Enchantment
Pendrell Mists (wth) 47
1
Propaganda

Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.

Enchantment
Propaganda (tmp) 80
1
Rhystic Study

Whenever an opponent casts a spell, you may draw a card unless that player pays {1}.

Enchantment
Rhystic Study (pcy) 45
1
Search for Azcanta

Enchantment
Search for Azcanta // Azcanta, the Sunken Ruin (xln) 74Search for Azcanta // Azcanta, the Sunken Ruin (xln) 74
1
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
1

Instant

Quantity: 26Price: $766.80
An Offer You Can't Refuse

Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")

Instant
An Offer You Can't Refuse (snc) 51
1
Blue Sun's Zenith

Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library.

Instant
Blue Sun's Zenith (sta) 12
1
Cyclonic Rift

Return target nonland permanent you don't control to its owner's hand. Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Instant
Cyclonic Rift (rtr) 35
1
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 {1}.

Instant
Daze (nem) 30
1
Evacuation

Return all creatures to their owners' hands.

Instant
Evacuation (sth) 30
1
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
1
Foil

You may discard an Island card and another card rather than pay this spell's mana cost. Counter target spell.

Instant
Foil (pcy) 34
1
Force of Negation

If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost. Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

Instant
Force of Negation (2x2) 50
1
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
1
Frantic Search

Draw two cards, then discard two cards. Untap up to three lands.

Instant
Frantic Search (ulg) 32
1
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
1
Mana Drain

Counter target spell. At the beginning of your next main phase, add an amount of {C} equal to that spell's mana value.

Instant
Mana Drain (cmr) 80
1
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 {2} 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
1
Mental Misstep

({U/P} can be paid with either {U} or 2 life.) Counter target spell with mana value 1.

Instant
Mental Misstep (nph) 38
1
Muddle the Mixture

Counter target instant or sorcery spell. Transmute {1}{U}{U} ({1}{U}{U}, 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
1
Nexus of Fate

Take an extra turn after this one. If Nexus of Fate would be put into a graveyard from anywhere, reveal Nexus of Fate and shuffle it into its owner's library instead.

Instant
Nexus of Fate (m19) 306
1
Pact of Negation

Counter target spell. At the beginning of your next upkeep, pay {3}{U}{U}. If you don't, you lose the game.

Instant
Pact of Negation (tsr) 77
1
Pongify

Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.

Instant
Pongify (plc) 44
1
Pull from Tomorrow

Draw X cards, then discard a card.

Instant
Pull from Tomorrow (akh) 65
1
Rapid Hybridization

Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.

Instant
Rapid Hybridization (c21) 126
1
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
1
Submerge

If an opponent controls a Forest and you control an Island, you may cast this spell without paying its mana cost. Put target creature on top of its owner's library.

Instant
Submerge (nem) 48
1
Sunder

Return all lands to their owners' hands.

Instant
Sunder (usg) 101
1
Swan Song

Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.

Instant
Swan Song (c16) 98
1
Thirst for Discovery

Draw three cards. Then discard two cards unless you discard a basic land card.

Instant
Thirst for Discovery (vow) 85
1
Thirst for Knowledge

Draw three cards. Then discard two cards unless you discard an artifact card.

Instant
Thirst for Knowledge (mrd) 53
1

Land

Quantity: 33Price: $645.67
Ancient Tomb

{T}: Add {C}{C}. Ancient Tomb deals 2 damage to you.

Land
Ancient Tomb (tmp) 315
1
Cephalid Coliseum

{T}: Add {U}. Cephalid Coliseum deals 1 damage to you. Threshold — {U}, {T}, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. Activate only if seven or more cards are in your graveyard.

Land
Cephalid Coliseum (ody) 317
1
Flooded Strand

{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Land
Flooded Strand (ktk) 233
1
Minamo, School at Water's Edge

{T}: Add {U}. {U}, {T}: Untap target legendary permanent.

Land
Minamo, School at Water's Edge (chk) 279
1
Misty Rainforest

{T}, Pay 1 life, Sacrifice Misty Rainforest: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.

Land
Misty Rainforest (mh2) 250
1
Mystic Sanctuary

({T}: Add {U}.) Mystic Sanctuary enters the battlefield tapped unless you control three or more other Islands. When Mystic Sanctuary enters the battlefield untapped, you may put target instant or sorcery card from your graveyard on top of your library.

Land
Mystic Sanctuary (tsr) 408
1
Polluted Delta

{T}, Pay 1 life, Sacrifice Polluted Delta: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.

Land
Polluted Delta (ons) 321
1
Prismatic Vista

{T}, Pay 1 life, Sacrifice Prismatic Vista: Search your library for a basic land card, put it onto the battlefield, then shuffle.

Land
Prismatic Vista (mh1) 244
1
Rogue's Passage

{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Land
Rogue's Passage (c21) 312
1
Scalding Tarn

{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Land
Scalding Tarn (mh2) 254
1
Snow-Covered Island

({T}: Add {U}.)

Land
Snow-Covered Island (ice) 371
21
Thawing Glaciers

Thawing Glaciers enters the battlefield tapped. {1}, {T}: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Return Thawing Glaciers to its owner's hand at the beginning of the next cleanup step.

Land
Thawing Glaciers (all) 144
1
Urza's Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Urza's Saga gains "{T}: Add {C}." II — Urza's Saga gains "{2}, {T}: Create a 0/0 colorless Construct artifact creature token with 'This creature gets +1/+1 for each artifact you control.'" III — Search your library for an artifact card with mana cost {0} or {1}, put it onto the battlefield, then shuffle.

Land Enchantment
Urza's Saga (mh2) 259
1

Planeswalker

Quantity: 1Price: $11.99
Karn, the Great Creator

Activated abilities of artifacts your opponents control can't be activated. +1: Until your next turn, up to one target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value. −2: You may reveal an artifact card you own from outside the game or choose a face-up artifact card you own in exile. Put that card into your hand.

Planeswalker
Karn, the Great Creator (war) 1
1

Sorcery

Quantity: 1Price: $479.99
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 {X}, 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
Transmute Artifact (atq) 14
1

Maybeboard

Quantity: 14Price: $1560.18
Brainstorm

Draw three cards, then put two cards from your hand on top of your library in any order.

Instant
Brainstorm (mmq) 61
1
Chain of Vapor

Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land. If the player does, they may copy this spell and may choose a new target for that copy.

Instant
Chain of Vapor (ons) 73
1
City of Traitors

When you play another land, sacrifice City of Traitors. {T}: Add {C}{C}.

Land
City of Traitors (exo) 143
1
Collective Restraint

Domain — Creatures can't attack you unless their controller pays {X} for each creature they control that's attacking you, where X is the number of basic land types among lands you control.

Enchantment
Collective Restraint (inv) 49
1
Cyber Conversion

Turn target creature face down. It's a 2/2 Cyberman artifact creature.

Instant
Cyber Conversion (who) 355
1
Fellwar Stone

{T}: Add one mana of any color that a land an opponent controls could produce.

Artifact
Fellwar Stone (drk) 102
1
Moonsnare Prototype

{T}, Tap an untapped artifact or creature you control: Add {C}. Channel — {4}{U}, Discard Moonsnare Prototype: The owner of target nonland permanent puts it on the top or bottom of their library.

Artifact
Moonsnare Prototype (neo) 69
1
Sensei's Divining Top

{1}: Look at the top three cards of your library, then put them back in any order. {T}: Draw a card, then put Sensei's Divining Top on top of its owner's library.

Artifact
Sensei's Divining Top (chk) 268
1
Stifle

Counter target activated or triggered ability. (Mana abilities can't be targeted.)

Instant
Stifle (scg) 52
1
Teferi, Mage of Zhalfir

Flash Creature cards you own that aren't on the battlefield have flash. Each opponent can cast spells only any time they could cast a sorcery.

Creature
Teferi, Mage of Zhalfir (tsr) 91
1
Throne of Eldraine

As Throne of Eldraine enters the battlefield, choose a color. {T}: Add four mana of the chosen color. Spend this mana only to cast monocolored spells of that color. {3}, {T}: Draw two cards. Spend only mana of the chosen color to activate this ability.

Artifact
Throne of Eldraine (woc) 28
1
Turnabout

Choose artifact, creature, or land. Tap all untapped permanents of the chosen type target player controls, or untap all tapped permanents of that type that player controls.

Instant
Turnabout (dmr) 70
1
Unwinding Clock

Untap all artifacts you control during each other player's untap step.

Artifact
Unwinding Clock (brr) 124
1
Vanishing

Enchant creature {U}{U}: Enchanted creature 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.)

Enchantment
Vanishing (vis) 48
1

Deck Stats

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Description

{"ops":[{"insert":"this 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 you have Taniwha out, you can choose to phase your lands out before you 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\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":"\nI tried for a long time to make this combo work, unfortunately it feels far too clunky to consistently pull off.\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 Gush 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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