bl6ze
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Commander
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{"ops":[{"attributes":{"italic":true,"bold":true},"insert":"\"This is all I am and all I'll ever be.\""},{"insert":"\n\nFirst off, the title is a BoJack Horseman reference. ("},{"attributes":{"italic":true},"insert":"Downer Ending"},{"insert":", S1E11)\nThis deck is relatively easy to get into I think. It's a control+enchantress playstyle mix with "},{"insert":{"card-link":"Neva, Stalked by Nightmares"}},{"insert":" at the helm functioning as both a recursion piece on ETB and a small setup engine that gets bigger when your enchantments die. However, that does not mean that you need to cast Neva at all for the deck to function, she's just there as a backup support piece to a deck that already has a linear gameplan:\nPlay enchantments that give value on ETB and LTB → Play token generators (e.g. "},{"insert":{"card-link":"Ghostly Dancers"}},{"insert":") → Replay the previously mentioned enchantments to make tokens and swing out\n\n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"THE POWER LEVEL"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck sits at a mid-high bracket 2, being able to compete with all precons and some low-power bracket 3 decks. It struggles against combo, but it generally outvalues midrange and goes even with other control decks. If the 1-10 power level scale was relevant, this deck would land at around a 6 (with 5 being precon). It is a casual list through and through and it sacrifices a lot of good options to play cool synergistic cards.\n\n\n"},{"attributes":{"bold":true},"insert":"THE BASICS "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck runs a LOT of removal and ways to get it either back to your hand or your battlefield. "},{"insert":{"card-link":"Soul Snare"}},{"insert":", "},{"insert":{"card-link":"Seal of Cleansing"}},{"insert":", "},{"insert":{"card-link":"Seal of Doom"}},{"insert":", "},{"insert":{"card-link":"Dead Weight"}},{"insert":" and "},{"insert":{"card-link":"The Eldest Reborn"}},{"insert":" all hit the graveyard as a result of removing something off the board, netting you a Neva trigger in addition to any of your other cards that care about your enchantments being sent to graveyard. "},{"insert":{"card-link":"Ashiok's Reaper"}},{"insert":" is an excellent card draw engine in this circumstance where you constantly sacrifice your enchantments for value and "},{"insert":{"card-link":"Knight of Doves"}},{"insert":" fulfils the role of creating tokens on LTB instead of ETB. "},{"insert":{"card-link":"Candy Grapple"}},{"insert":" can be used to kill off an opposing creature while getting around indestructible while also sacrificing one of your enchantments for value. I also obviously run "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" and "},{"insert":{"card-link":"Path to Exile"}},{"insert":" as good, cheap, no-setup-required spot removal spells along with some boardwipes in the form of "},{"insert":{"card-link":"Damn"}},{"insert":" and "},{"insert":{"card-link":"The Night of the Doctor"}},{"insert":" with the latter either reanimating Neva if she happens to be on board, "},{"insert":{"card-link":"Lurrus of the Dream-Den"}},{"insert":" to keep chaining removal or "},{"insert":{"card-link":"Lotho, Corrupt Shirriff"}},{"insert":" if you're low on mana. If you need to get around hexproof or ward, "},{"insert":{"card-link":"Nowhere to Run"}},{"insert":" is an excellent card that allows both you and your opponents to target each other's creatures while also possibly killing a creature with its ETB ability (also has flash which is makes the spell quite flexible).\n\nWhen you inevitably want to get an enchantment back from your graveyard you can either cast the commander or one of the other multiple ways to replay those enchantments from the graveyard. "},{"insert":{"card-link":"Tragic Poet"}},{"insert":" is especially good in this role since it's an excellent turn 1 drop to a deck that lacks the impact of low-cost cards when there isn't anything to remove on the board. "},{"insert":{"card-link":"Lurrus of the Dream-Den"}},{"insert":" and "},{"insert":{"card-link":"Sun Titan"}},{"insert":" act as ways to either replay small removal pieces like "},{"insert":{"card-link":"Seal of Cleansing"}},{"insert":", protection pieces like "},{"insert":{"card-link":"Alseid of Life's Bounty"}},{"insert":" or "},{"insert":{"card-link":"Angelic Renewal"}},{"insert":", with Sun Titan being able to hit some of your engines like "},{"insert":{"card-link":"Mesa Enchantress"}},{"insert":" as well as lands like "},{"insert":{"card-link":"Roadside Reliquary"}},{"insert":" when you need to draw more cards in a pinch. "},{"insert":{"card-link":"Starfield of Nyx"}},{"insert":" is a bit of a slow engine that brings an enchantment back on your upkeep but it can also make your board lethal later on; the best targets for "},{"insert":{"card-link":"Starfield of Nyx"}},{"insert":" are "},{"insert":{"card-link":"The Cruelty of Gix"}},{"insert":" for the tutor mode and "},{"insert":{"card-link":"Demon of Fate's Design"}},{"insert":" to be able to cheat other enchantments out during your turn. If you reanimate a saga with it make sure to remember that it will get a second lore counter after your draw step ends. "},{"insert":{"card-link":"Resurgent Belief"}},{"insert":" and "},{"insert":{"card-link":"Brilliant Restoration"}},{"insert":" reanimate all of your enchantments (+ artifacts if you're casting Brilliant Restoration) with the downside of being very predictable in Resurgent Belief's case and very expensive in Brilliant Restoration's case. If you manage to resolve one of those, however, your board is probably in a good enough state to push for a win.\nYOU CAN GET CUCKED BY THESE SPELLS IF "},{"insert":{"card-link":"The Night of the Doctor"}},{"insert":" IS IN YOUR GRAVEYARD WHEN THE SPELLS RESOLVE."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe ramp suite is unimpressive with the best cards being "},{"insert":{"card-link":"Sol Ring"}},{"insert":" (wow) and "},{"insert":{"card-link":"Lotho, Corrupt Shirriff"}},{"insert":". "},{"insert":{"card-link":"The Birth of Meletis"}},{"insert":" is an okay card since it gives you a blocker and a trigger for the rest of your cards when the last lore counter is put onto the card. "},{"insert":{"card-link":"The Restoration of Eiganjo // Architect of Restoration"}},{"insert":" can pseudo-ramp you with its second ability since you're able to discard a land to it and then bring it back with the rest of its effect.\n\nProtection appears in the form of flicker spells (e.g. "},{"insert":{"card-link":"Flicker of Fate"}},{"insert":", "},{"insert":{"card-link":"Scrollshift"}},{"insert":") that can hit both creatures and enchantments to reuse ETB triggers or restart your sagas, and "},{"insert":{"card-link":"Sphere of Safety"}},{"insert":" which obviously works well in the deck. "},{"insert":{"card-link":"Karmic Justice"}},{"insert":" is an excellent politics tool against boardwipes that hit enchantments since you can destroy all of the caster's lands with the Karmic Justice triggers depending on how many enchantments you have on board. "},{"insert":{"card-link":"Spirit Loop"}},{"insert":" stacks with lifelink so you can get some disgusting amounts of life in combination with "},{"insert":{"card-link":"Glasswing Grace // Age-Graced Chapel"}},{"insert":"; you can also sacrifice it to "},{"insert":{"card-link":"Candy Grapple"}},{"insert":" and "},{"insert":{"card-link":"Rowan's Grim Search"}},{"insert":" and replay it since it bounces back to your hand after hitting the graveyard. "},{"insert":{"card-link":"Invasion of Gobakhan // Lightshield Array"}},{"insert":"'s back side also helps you against boardwipes and doubles as a way to close out games by buffing your creatures each time they attack.\n\nAs for card draw, "},{"insert":{"card-link":"Ashiok's Reaper"}},{"insert":", "},{"insert":{"card-link":"Mesa Enchantress"}},{"insert":", "},{"insert":{"card-link":"Phyrexian Arena"}},{"insert":" and "},{"insert":{"card-link":"Lord Skitter's Blessing"}},{"insert":" are the only engines with the rest of the cards that fall into this category being some sort of one time draw that you could potentially reuse from the graveyard (e.g. "},{"insert":{"card-link":"Love Song of Night and Day"}},{"insert":", "},{"insert":{"card-link":"The War in Heaven"}},{"insert":"). Your commander should also be able to smooth out draws if she's on the battlefield.\n\n\n"},{"attributes":{"bold":true},"insert":"HOW TO WIN"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nControl the board long enough to have a sizeable board and a big commander and swing out. You should try to get the token generators of the deck on the battlefield as soon as possible as they are the most important part of the deck. If one of them gets destroyed, you can put it back in your hand with "},{"insert":{"card-link":"Neva, Stalked by Nightmares"}},{"insert":"'s ability to also return creature cards from your graveyard to your hand. If you have multiple token generators on the board, you're pretty much set to win. \nThe token generators are, in terms of impact, from the most powerful to the least powerful:\n"},{"insert":{"card-link":"Hallowed Haunting"}},{"insert":", which also gets helped by the Spirit tokens that "},{"insert":{"card-link":"The Restoration of Eiganjo // Architect of Restoration"}},{"insert":" creates"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Archon of Sun's Grace"}},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sigil of the Empty Throne"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ghostly Dancers"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ajani's Chosen"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Knight of Doves"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe deck also runs one infinite combo that requires a bit of setup. I will list the requirements and the order below:\nHave "},{"insert":{"card-link":"Starfield of Nyx"}},{"insert":" in play along with at least 3 more enchantments for the passive ability of the card to be active when you cast "},{"insert":{"card-link":"Touch the Spirit Realm"}},{"insert":", and "},{"insert":{"card-link":"Touch the Spirit Realm"}},{"insert":" in your hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast "},{"insert":{"card-link":"Touch the Spirit Realm"}},{"insert":" and target it with its own ETB trigger to exile it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Exiling it with its ability will cause it to return to the battlefield under your control, you can target it again."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You get as many Constellation and Eerie triggers as you wish; this could win with a card that pings the table when enchantments enter or leave the battlefield but I don't run any of those cards. This simply makes infinite tokens in this deck and also wipes all of your opponents' boards if "},{"insert":{"card-link":"Doomwake Giant"}},{"insert":" is in play."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"MULLIGAN GUIDE"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nDo NOT keep a hand if you see no ramp as the curve of this deck is kind of cursed. \n"},{"attributes":{"bold":true},"insert":"2 lands + 1-2 ramp spells + a card draw engine"},{"insert":" is usually good enough to keep. If you mulligan too aggressively you will struggle a lot while trying to get back into the game.\n\n\n"},{"attributes":{"bold":true},"insert":"WHAT COULD BE ADDED/CHANGED"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Petrified Hamlet"}},{"insert":" could be useful against "},{"insert":{"card-link":"Scavenger Grounds"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Kaya's Ghostform"}},{"insert":" over "},{"insert":{"card-link":"Alseid of Life's Bounty"}},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" would go insane in this deck, but it being a gamechanger and expensive has put me off from it (this is a casual list after all)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Soaring Lightbringer"}},{"insert":" is an enchantment creature that makes enchantment creature tokens which could trigger the Eerie trigger of "},{"insert":{"card-link":"Ghostly Dancers"}},{"insert":" or the Constellation trigger of "},{"insert":{"card-link":"Archon of Sun's Grace"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Thank you for taking the time to read the primer and checking out the deck. I hope you have a good time with it if you decide to pick it up!"},{"attributes":{"header":3},"insert":"\n\n"},{"insert":{"video":"https://www.youtube.com/embed/CvZqi8xcTCw?showinfo=0"}},{"insert":"\n"}]}
Commander
Neva, Stalked by Nightmares
Menace
When Neva enters, return target creature or enchantment card from your graveyard to your hand.
Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on Neva, then scry 1.
When Neva enters, return target creature or enchantment card from your graveyard to your hand.
Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on Neva, then scry 1.
Legendary Creature - Human Noble

Commander
(CTRL to add secondary)
Draw / Card Advantage
Braids's Frightful Return
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — You may sacrifice a creature. If you do, each opponent discards a card.
II — Return target creature card from your graveyard to your hand.
III — Target opponent may sacrifice a nonland, nontoken permanent of their choice. If they don't, they lose 2 life and you draw a card.
I — You may sacrifice a creature. If you do, each opponent discards a card.
II — Return target creature card from your graveyard to your hand.
III — Target opponent may sacrifice a nonland, nontoken permanent of their choice. If they don't, they lose 2 life and you draw a card.
Enchantment - Saga

Lord Skitter's Blessing
When this enchantment enters, create a Wicked Role token attached to target creature you control. (Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
At the beginning of your draw step, if you control an enchanted creature, you lose 1 life and you draw an additional card.
At the beginning of your draw step, if you control an enchanted creature, you lose 1 life and you draw an additional card.
Enchantment

Love Song of Night and Day
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — You and target opponent each draw two cards.
II — Create a 1/1 white Bird creature token with flying.
III — Put a +1/+1 counter on each of up to two target creatures.
I — You and target opponent each draw two cards.
II — Create a 1/1 white Bird creature token with flying.
III — Put a +1/+1 counter on each of up to two target creatures.
Enchantment - Saga

Rowan's Grim Search
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
If this spell was bargained, look at the top four cards of your library, then put up to two of them back on top of your library in any order and the rest into your graveyard.
You draw two cards and you lose 2 life.
If this spell was bargained, look at the top four cards of your library, then put up to two of them back on top of your library in any order and the rest into your graveyard.
You draw two cards and you lose 2 life.
Instant

The War in Heaven
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You draw three cards and you lose 3 life.
II — Mill three cards.
III — Choose up to three target creature cards with total mana value 8 or less in your graveyard. Return each of them to the battlefield with a necrodermis counter on it. They're artifacts in addition to their other types.
I — You draw three cards and you lose 3 life.
II — Mill three cards.
III — Choose up to three target creature cards with total mana value 8 or less in your graveyard. Return each of them to the battlefield with a necrodermis counter on it. They're artifacts in addition to their other types.
Enchantment - Saga

Draw / Card Advantage
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
Invasion of Gobakhan
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
When this Siege enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
Battle - Siege


Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
(CTRL to add secondary)
Ramp
Demon of Fate's Design
Flying, trample
Once during each of your turns, you may cast an enchantment spell by paying life equal to its mana value rather than paying its mana cost.
, Sacrifice another enchantment: This creature gets +X/+0 until end of turn, where X is the sacrificed enchantment's mana value.
Once during each of your turns, you may cast an enchantment spell by paying life equal to its mana value rather than paying its mana cost.
, Sacrifice another enchantment: This creature gets +X/+0 until end of turn, where X is the sacrificed enchantment's mana value.
Creature Enchantment - Demon

The Birth of Meletis
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — Create a 0/4 colorless Wall artifact creature token with defender.
III — You gain 2 life.
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — Create a 0/4 colorless Wall artifact creature token with defender.
III — You gain 2 life.
Enchantment - Saga

Ramp
(CTRL to add secondary)
Recursion
Lurrus of the Dream-Den
Companion — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Lifelink
Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
Lifelink
Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
Legendary Creature - Cat Nightmare

Resurgent Belief
Suspend 2— (Rather than cast this card from your hand, pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
Sorcery

Starfield of Nyx
At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield.
As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
Enchantment

The Restoration of Eiganjo
(As this Saga enters and after your draw step, add a lore counter.)
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — You may discard a card. When you do, return target permanent card with mana value 2 or less from your graveyard to the battlefield tapped.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — You may discard a card. When you do, return target permanent card with mana value 2 or less from your graveyard to the battlefield tapped.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Recursion
(CTRL to add secondary)
Removal
Nowhere to Run
Flash
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
Enchantment

The Eldest Reborn
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a creature or planeswalker of their choice.
II — Each opponent discards a card.
III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
I — Each opponent sacrifices a creature or planeswalker of their choice.
II — Each opponent discards a card.
III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
Enchantment - Saga

The Fall of Lord Konda
(As this Saga enters and after your draw step, add a lore counter.)
I — Exile target creature an opponent controls with mana value 4 or greater.
II — Each player gains control of all permanents they own.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Exile target creature an opponent controls with mana value 4 or greater.
II — Each player gains control of all permanents they own.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


The Night of the Doctor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.)
I — Destroy all creatures.
II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
I — Destroy all creatures.
II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
Enchantment - Saga

Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment

Removal
(CTRL to add secondary)
Token Generators
Archon of Sun's Grace
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature - Archon

Ghostly Dancers
Flying
When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
Creature - Spirit

Hallowed Haunting
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Enchantment

Token Generators
(CTRL to add secondary)
Tutor
The Cruelty of Gix
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — Target opponent reveals their hand. You choose a creature or planeswalker card from it. That player discards that card.
II — Search your library for a card, put that card into your hand, then shuffle. You lose 3 life.
III — Put target creature card from a graveyard onto the battlefield under your control.
I — Target opponent reveals their hand. You choose a creature or planeswalker card from it. That player discards that card.
II — Search your library for a card, put that card into your hand, then shuffle. You lose 3 life.
III — Put target creature card from a graveyard onto the battlefield under your control.
Enchantment - Saga

Tutor
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"italic":true,"bold":true},"insert":"\"This is all I am and all I'll ever be.\""},{"insert":"\n\nFirst off, the title is a BoJack Horseman reference. ("},{"attributes":{"italic":true},"insert":"Downer Ending"},{"insert":", S1E11)\nThis deck is relatively easy to get into I think. It's a control+enchantress playstyle mix with "},{"insert":{"card-link":"Neva, Stalked by Nightmares"}},{"insert":" at the helm functioning as both a recursion piece on ETB and a small setup engine that gets bigger when your enchantments die. However, that does not mean that you need to cast Neva at all for the deck to function, she's just there as a backup support piece to a deck that already has a linear gameplan:\nPlay enchantments that give value on ETB and LTB → Play token generators (e.g. "},{"insert":{"card-link":"Ghostly Dancers"}},{"insert":") → Replay the previously mentioned enchantments to make tokens and swing out\n\n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"THE POWER LEVEL"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck sits at a mid-high bracket 2, being able to compete with all precons and some low-power bracket 3 decks. It struggles against combo, but it generally outvalues midrange and goes even with other control decks. If the 1-10 power level scale was relevant, this deck would land at around a 6 (with 5 being precon). It is a casual list through and through and it sacrifices a lot of good options to play cool synergistic cards.\n\n\n"},{"attributes":{"bold":true},"insert":"THE BASICS "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck runs a LOT of removal and ways to get it either back to your hand or your battlefield. "},{"insert":{"card-link":"Soul Snare"}},{"insert":", "},{"insert":{"card-link":"Seal of Cleansing"}},{"insert":", "},{"insert":{"card-link":"Seal of Doom"}},{"insert":", "},{"insert":{"card-link":"Dead Weight"}},{"insert":" and "},{"insert":{"card-link":"The Eldest Reborn"}},{"insert":" all hit the graveyard as a result of removing something off the board, netting you a Neva trigger in addition to any of your other cards that care about your enchantments being sent to graveyard. "},{"insert":{"card-link":"Ashiok's Reaper"}},{"insert":" is an excellent card draw engine in this circumstance where you constantly sacrifice your enchantments for value and "},{"insert":{"card-link":"Knight of Doves"}},{"insert":" fulfils the role of creating tokens on LTB instead of ETB. "},{"insert":{"card-link":"Candy Grapple"}},{"insert":" can be used to kill off an opposing creature while getting around indestructible while also sacrificing one of your enchantments for value. I also obviously run "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" and "},{"insert":{"card-link":"Path to Exile"}},{"insert":" as good, cheap, no-setup-required spot removal spells along with some boardwipes in the form of "},{"insert":{"card-link":"Damn"}},{"insert":" and "},{"insert":{"card-link":"The Night of the Doctor"}},{"insert":" with the latter either reanimating Neva if she happens to be on board, "},{"insert":{"card-link":"Lurrus of the Dream-Den"}},{"insert":" to keep chaining removal or "},{"insert":{"card-link":"Lotho, Corrupt Shirriff"}},{"insert":" if you're low on mana. If you need to get around hexproof or ward, "},{"insert":{"card-link":"Nowhere to Run"}},{"insert":" is an excellent card that allows both you and your opponents to target each other's creatures while also possibly killing a creature with its ETB ability (also has flash which is makes the spell quite flexible).\n\nWhen you inevitably want to get an enchantment back from your graveyard you can either cast the commander or one of the other multiple ways to replay those enchantments from the graveyard. "},{"insert":{"card-link":"Tragic Poet"}},{"insert":" is especially good in this role since it's an excellent turn 1 drop to a deck that lacks the impact of low-cost cards when there isn't anything to remove on the board. "},{"insert":{"card-link":"Lurrus of the Dream-Den"}},{"insert":" and "},{"insert":{"card-link":"Sun Titan"}},{"insert":" act as ways to either replay small removal pieces like "},{"insert":{"card-link":"Seal of Cleansing"}},{"insert":", protection pieces like "},{"insert":{"card-link":"Alseid of Life's Bounty"}},{"insert":" or "},{"insert":{"card-link":"Angelic Renewal"}},{"insert":", with Sun Titan being able to hit some of your engines like "},{"insert":{"card-link":"Mesa Enchantress"}},{"insert":" as well as lands like "},{"insert":{"card-link":"Roadside Reliquary"}},{"insert":" when you need to draw more cards in a pinch. "},{"insert":{"card-link":"Starfield of Nyx"}},{"insert":" is a bit of a slow engine that brings an enchantment back on your upkeep but it can also make your board lethal later on; the best targets for "},{"insert":{"card-link":"Starfield of Nyx"}},{"insert":" are "},{"insert":{"card-link":"The Cruelty of Gix"}},{"insert":" for the tutor mode and "},{"insert":{"card-link":"Demon of Fate's Design"}},{"insert":" to be able to cheat other enchantments out during your turn. If you reanimate a saga with it make sure to remember that it will get a second lore counter after your draw step ends. "},{"insert":{"card-link":"Resurgent Belief"}},{"insert":" and "},{"insert":{"card-link":"Brilliant Restoration"}},{"insert":" reanimate all of your enchantments (+ artifacts if you're casting Brilliant Restoration) with the downside of being very predictable in Resurgent Belief's case and very expensive in Brilliant Restoration's case. If you manage to resolve one of those, however, your board is probably in a good enough state to push for a win.\nYOU CAN GET CUCKED BY THESE SPELLS IF "},{"insert":{"card-link":"The Night of the Doctor"}},{"insert":" IS IN YOUR GRAVEYARD WHEN THE SPELLS RESOLVE."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe ramp suite is unimpressive with the best cards being "},{"insert":{"card-link":"Sol Ring"}},{"insert":" (wow) and "},{"insert":{"card-link":"Lotho, Corrupt Shirriff"}},{"insert":". "},{"insert":{"card-link":"The Birth of Meletis"}},{"insert":" is an okay card since it gives you a blocker and a trigger for the rest of your cards when the last lore counter is put onto the card. "},{"insert":{"card-link":"The Restoration of Eiganjo // Architect of Restoration"}},{"insert":" can pseudo-ramp you with its second ability since you're able to discard a land to it and then bring it back with the rest of its effect.\n\nProtection appears in the form of flicker spells (e.g. "},{"insert":{"card-link":"Flicker of Fate"}},{"insert":", "},{"insert":{"card-link":"Scrollshift"}},{"insert":") that can hit both creatures and enchantments to reuse ETB triggers or restart your sagas, and "},{"insert":{"card-link":"Sphere of Safety"}},{"insert":" which obviously works well in the deck. "},{"insert":{"card-link":"Karmic Justice"}},{"insert":" is an excellent politics tool against boardwipes that hit enchantments since you can destroy all of the caster's lands with the Karmic Justice triggers depending on how many enchantments you have on board. "},{"insert":{"card-link":"Spirit Loop"}},{"insert":" stacks with lifelink so you can get some disgusting amounts of life in combination with "},{"insert":{"card-link":"Glasswing Grace // Age-Graced Chapel"}},{"insert":"; you can also sacrifice it to "},{"insert":{"card-link":"Candy Grapple"}},{"insert":" and "},{"insert":{"card-link":"Rowan's Grim Search"}},{"insert":" and replay it since it bounces back to your hand after hitting the graveyard. "},{"insert":{"card-link":"Invasion of Gobakhan // Lightshield Array"}},{"insert":"'s back side also helps you against boardwipes and doubles as a way to close out games by buffing your creatures each time they attack.\n\nAs for card draw, "},{"insert":{"card-link":"Ashiok's Reaper"}},{"insert":", "},{"insert":{"card-link":"Mesa Enchantress"}},{"insert":", "},{"insert":{"card-link":"Phyrexian Arena"}},{"insert":" and "},{"insert":{"card-link":"Lord Skitter's Blessing"}},{"insert":" are the only engines with the rest of the cards that fall into this category being some sort of one time draw that you could potentially reuse from the graveyard (e.g. "},{"insert":{"card-link":"Love Song of Night and Day"}},{"insert":", "},{"insert":{"card-link":"The War in Heaven"}},{"insert":"). Your commander should also be able to smooth out draws if she's on the battlefield.\n\n\n"},{"attributes":{"bold":true},"insert":"HOW TO WIN"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nControl the board long enough to have a sizeable board and a big commander and swing out. You should try to get the token generators of the deck on the battlefield as soon as possible as they are the most important part of the deck. If one of them gets destroyed, you can put it back in your hand with "},{"insert":{"card-link":"Neva, Stalked by Nightmares"}},{"insert":"'s ability to also return creature cards from your graveyard to your hand. If you have multiple token generators on the board, you're pretty much set to win. \nThe token generators are, in terms of impact, from the most powerful to the least powerful:\n"},{"insert":{"card-link":"Hallowed Haunting"}},{"insert":", which also gets helped by the Spirit tokens that "},{"insert":{"card-link":"The Restoration of Eiganjo // Architect of Restoration"}},{"insert":" creates"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Archon of Sun's Grace"}},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sigil of the Empty Throne"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ghostly Dancers"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ajani's Chosen"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Knight of Doves"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe deck also runs one infinite combo that requires a bit of setup. I will list the requirements and the order below:\nHave "},{"insert":{"card-link":"Starfield of Nyx"}},{"insert":" in play along with at least 3 more enchantments for the passive ability of the card to be active when you cast "},{"insert":{"card-link":"Touch the Spirit Realm"}},{"insert":", and "},{"insert":{"card-link":"Touch the Spirit Realm"}},{"insert":" in your hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast "},{"insert":{"card-link":"Touch the Spirit Realm"}},{"insert":" and target it with its own ETB trigger to exile it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Exiling it with its ability will cause it to return to the battlefield under your control, you can target it again."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You get as many Constellation and Eerie triggers as you wish; this could win with a card that pings the table when enchantments enter or leave the battlefield but I don't run any of those cards. This simply makes infinite tokens in this deck and also wipes all of your opponents' boards if "},{"insert":{"card-link":"Doomwake Giant"}},{"insert":" is in play."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"MULLIGAN GUIDE"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nDo NOT keep a hand if you see no ramp as the curve of this deck is kind of cursed. \n"},{"attributes":{"bold":true},"insert":"2 lands + 1-2 ramp spells + a card draw engine"},{"insert":" is usually good enough to keep. If you mulligan too aggressively you will struggle a lot while trying to get back into the game.\n\n\n"},{"attributes":{"bold":true},"insert":"WHAT COULD BE ADDED/CHANGED"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Petrified Hamlet"}},{"insert":" could be useful against "},{"insert":{"card-link":"Scavenger Grounds"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Kaya's Ghostform"}},{"insert":" over "},{"insert":{"card-link":"Alseid of Life's Bounty"}},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" would go insane in this deck, but it being a gamechanger and expensive has put me off from it (this is a casual list after all)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Soaring Lightbringer"}},{"insert":" is an enchantment creature that makes enchantment creature tokens which could trigger the Eerie trigger of "},{"insert":{"card-link":"Ghostly Dancers"}},{"insert":" or the Constellation trigger of "},{"insert":{"card-link":"Archon of Sun's Grace"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Thank you for taking the time to read the primer and checking out the deck. I hope you have a good time with it if you decide to pick it up!"},{"attributes":{"header":3},"insert":"\n\n"},{"insert":{"video":"https://www.youtube.com/embed/CvZqi8xcTCw?showinfo=0"}},{"insert":"\n"}]}


























































