HiImSmee
8.6k views4 days ago
Commander
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{"ops":[{"insert":"INTRODUCTION"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nBracket: Mid-High 3\n\nThis is a Monoblue deck that wins trough combat damage with its tokens. It currently intentionally does not play Combos. The goal of the deck is to overwhelm the opponents with an army of illusions while controlling the board and protecting ones own boardstate.\n\nMinn solves a problem many monoblue commanders have: A fun wincon. Minn creates Illusions whenever you draw your second card in a turn. These Illusions get stronger the more Illusions are around.\nAdditionally whenever an Illusions dies you can put a permanent with equal or lesser mana value to its power on the field.\nAnd this blew my mind when I figured it out: Lands have manavalue 0. So Minn is also ramp in the command zone!\n\nYou will like this deck if:\n\nYou like to draw a ton of cards"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You like to make many tokens"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You like Interaction and having an answer to everything"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You like to copy things"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nYou won't like this deck if:\n\nYou don't like decks that are too reliant on the Commander"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"It's monoblue bro. People will give you hate"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n___________________________________________________\n\nGAMEPLAN"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nSTARTING HAND"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nMinn is 3 Mana and when he is on the field we instantly want to create an Illusion.\n\nAn ideal hand consits of:\n\n2-3 Lands, 2-3 Draw effects (preferably a draw effect that can be played turn 1-2 BEFORE Minn to draw when Minn is out), some interaction, some Form of ramp.\n\nEarlygame Ramp in this deck is secondary. You ramp passively trough your Illusions dying.\n\nYou have 7 cards that allow you to draw a card in turn 3 when you play Minn to make your first Illusion. If you Mulligan twice (get 3x a hand of 7) you have an 80% chance of drawing these.\nThere is also other cards like Pupu Ufo + Enough Lands + Draw that enable an early setup or Urzas Saga (can get Senseis)\n___________________________________________________\n\nEARLY/MIDGAME"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTurn 1-2 you want to setup for later turns by playing either ramp or something that draws for you later. Your MAIN GOAL is to draw 2 cards each turn!\nTurn 3 Play Minn and ideally start creating an Illusion\n\nFrom now on just try to draw as much as possible (in as many other turns as possible) and protect your board.\n\nUse your Illusions to block attackers and bring Islands or other Permanents into play! Play defensive! It ramps you until you can win.\n\n___________________________________________________\n\nLATEGAME/WINNING"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOver time people will start to notice the value you accumulate. It is also wise to NOT tell people that you can bring lands in with Minns ability until they notice what is going on.\n\nYou will start to find some Permanents where you can copy Minn to create even more Illusions. Continue drawing cards and protecting your board.\nThere is a few mana doublers in the deck and a few protection pieces that help you rebuild and/or protect your board.\n\nYou will find one of three mass board bounces (+Cryptic Command) and can usually swing in for a win. \nMaybe also with flying from Eldrazi Monument\n\nFun facts:\nMaskwood Nexus is an Anthem. The Illusions buff eachother. You don't need Anthems, just more Illusions (That is why copies of Minn are included)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Jin-Gitaxias copies your own artifacts. Enjoy tapping lands for 4 Mana. If you have sakashima 1000 out yo can even copy your legendary artifacts"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Eaten by Piranhas and Imprisoned by the Moon are great enchantments that you can for free (and sometimes instant speed) put into play"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Minn is BOARDWIPE PROOF! If your Illusions die you can usually in response draw a shit ton of cards and dump your whole hand after the boardwipe. It's really easy to rebuild (Also don't tell that to opponents, let them see it after the wipe). So boardwipes are usually good for you, because they are kind of one sided. You should counter Farwell tough."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n___________________________________________________\n\nCOMBO"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThere are Combos with Meloku and you can also tutor for Meloku with the Wizardcycling cards. I find it kinda boring and non synergistic, that is why I left it out.\n\n___________________________________________________\n\n\nCARDS TO LOOK FOR / CARDS TO AVOID"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWe are looking for cards that draw us a card each turn for free. If we have two of these pieces we are online to create an illusion in every turn.\nOther then that we are looking for cool/overpowered Permanents we can put into play with Minn's ability. That is why all the clone effects are permanents. I've noticed that most of the time the CMC you can bring in when an Illusion dies will be 3-5.\n\nAlandra would be an amazing include. I don't include her because this is a Wizard/Illusion deck to me and making drake Tokens doesn't fit the vibe.\n\nCARDS TO AVOID / CUTS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSince we are running the Basic Land doublers we have to be mindful about our non-basic lands.\n\nNotable Cuts\n\nNykthos Shrine to Nyx - There is not that many permanents and we run the land doublers, its usually better to have more basics"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Meloku, all Wizard Cycling Support pieces and Finishers for the Infinite - I don't think her infinite is fun and I don't want to run all support cards she needs."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Heraldic Banner, Lord of the Unreal --> Anthems t hat give +1/+1 are just not worth... if you make one more Illusion you buffed your whole team the same amount"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wonder --> Good Inclusion. I've felt it is just not needed as I always get Flying lategame. Maybe it is better than Eldrazi Monument, but I enjoy Eldrazi more."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Verity Circle --> Has been good times to times. Will have a look out for this one still."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Grafted Wargear --> Haven't found a slot for it, but it would be a great include!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Auton Soldier --> Too expensive (mostly you can drop something for 1-4) and the Myriad is kind of useless for us as we want to copy and not attack with Minn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Malcolm Alluring Scoundrel --> Great include. Still unsure what to cut to add it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Switched out Mikokoro and Geier Reach for Riptide Laboratory and High Market. Paying effectively 3 mana to draw 1 card and make each opponent draw one too feels underwhelming. I have to watch out if it would have been useful in certain events. Riptide protects Minn and other imporant pieces and High Market ramps us."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Switched out Riptide Laboratory and High Market for Lazotep Quarry and Fountainport"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Added Pollywog Prodigy and Kitsa (Amazing!)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Deck feels pretty solved. Currently testing Leyline of Anticipation, but hoping for another cool blue BOMB soon. Took out Murmuring Mystic (seems to do nothing - always somth better to do)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Took out Leyline for Homunculus Horde! Amazing Wincon if played when you already draw 2 cards a turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Removed Ashnods Altar :( - but it didn't feel necessary. It is often akward since you need blue mana. Will keep an eye out if it is missed"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Added another Looter (Merfolk and Malcolm). The decks mid and lategame is great. The setup needs support."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Took out Fierce Guardianship, Force of Will, Mystical Tutor and The One Ring to make it a bracket 3 deck. Kept Cyclonic Rift, Rhystic Study and Consecrated Sphinx"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Added Flare of Denial and Swan song as replacement for the Counterspells. Flare is fine, since we mostly can sacrifice a looter in the midgame easily. Added drowned Rusalka as a way to draw cards in others peoples turn (need to test). Also added Read the Runes back in (Testing)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Want to make room for Pupu Ufo. Worst case it is just a strictly better Walking Atlas."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cut 7 Cards. Added more Lands (1 Island and Sink into stupor). And added Titan of Litjara and Toothy to test out. The deck needs more draw that is not impulse draw and they both draw a ton."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Contemplating to add the strictly better clones (Chameleon and Irma) but waiting for the in-universe versions. Testing Wizards Staff. The New Jace is cracked for Minn!"},{"attributes":{"list":"bullet"},"insert":"\n"}]}
Commander
Minn, Wily Illusionist
Whenever you draw your second card each turn, create a 1/1 blue Illusion creature token with "This token gets +1/+0 for each other Illusion you control."
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Whenever an Illusion you control dies, you may put a permanent card with mana value less than or equal to that creature's power from your hand onto the battlefield.
Legendary Creature - Wizard Gnome

Commander
(CTRL to add secondary)
01 Ramp
Proft's Eidetic Memory
When Proft's Eidetic Memory enters, draw a card.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Legendary Enchantment

01 Ramp
(CTRL to add secondary)
02 Draw
Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Nezahal, Primal Tide
This spell can't be countered.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
Legendary Creature - Elder Dinosaur

Pollywog Prodigy
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.
Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.
Creature - Wizard Frog

The Theorist, Jace Beleren
At the beginning of each opponent's draw step, you draw a card.
+1: Create a 1/1 blue Illusion creature token.
−2: For each opponent, return up to one target artifact or creature that player controls to its owner's hand.
−6: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand.
+1: Create a 1/1 blue Illusion creature token.
−2: For each opponent, return up to one target artifact or creature that player controls to its owner's hand.
−6: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand.
Legendary Planeswalker - Jace

The Unagi of Kyoshi Island
Flash
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Legendary Creature - Serpent

02 Draw
(CTRL to add secondary)
03 Minn Enabler
Kitsa, Otterball Elite
Vigilance
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Legendary Creature - Wizard Otter

Teferi, Master of Time
You may activate loyalty abilities of Teferi on any player's turn any time you could cast an instant.
+1: Draw a card, then discard a card.
−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
−10: Take two extra turns after this one.
+1: Draw a card, then discard a card.
−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
−10: Take two extra turns after this one.
Legendary Planeswalker - Teferi

03 Minn Enabler
(CTRL to add secondary)
04 Utility
Sakashima of a Thousand Faces
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities.
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Rogue

Sakashima the Impostor
You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has ": Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."
Legendary Creature - Human Rogue

Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

04 Utility
(CTRL to add secondary)
05 Interaction
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.
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

Jin-Gitaxias, Progress Tyrant
Whenever you cast an artifact, instant, or sorcery spell, copy that spell. You may choose new targets for the copy. This ability triggers only once each turn. (A copy of a permanent spell becomes a token.)
Whenever an opponent casts an artifact, instant, or sorcery spell, counter that spell. This ability triggers only once each turn.
Whenever an opponent casts an artifact, instant, or sorcery spell, counter that spell. This ability triggers only once each turn.
Legendary Creature - Praetor Phyrexian

Spectral Deluge
Return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery

05 Interaction
(CTRL to add secondary)
Land
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.
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

Land
(CTRL to add secondary)
00 Switch Out
00 Switch Out
(CTRL to add secondary)
01 Must Include
Chameleon, Master of Disguise
You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise.
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Legendary Creature - Human Shapeshifter Villain

01 Must Include
(CTRL to add secondary)
Maybeboard
Alandra, Sky Dreamer
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Legendary Creature - Wizard Merfolk

Eaten by Piranhas
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Enchantment - Aura

Malcolm, Alluring Scoundrel
Flash
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Legendary Creature - Pirate Siren

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.)
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

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.
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

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.)
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

Titan of Littjara
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Whenever this creature enters or attacks, you may draw a card for each other creature you control that shares a creature type with it. If you do, discard a card.
This creature is the chosen type in addition to its other types.
Whenever this creature enters or attacks, you may draw a card for each other creature you control that shares a creature type with it. If you do, discard a card.
Creature - Illusion

Toothy, Imaginary Friend
Partner with Pir, Imaginative Rascal (When this creature enters, target player may put Pir into their hand from their library, then shuffle.)
Whenever you draw a card, put a +1/+1 counter on Toothy.
When Toothy leaves the battlefield, draw a card for each +1/+1 counter on it.
Whenever you draw a card, put a +1/+1 counter on Toothy.
When Toothy leaves the battlefield, draw a card for each +1/+1 counter on it.
Legendary Creature - Illusion

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"INTRODUCTION"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nBracket: Mid-High 3\n\nThis is a Monoblue deck that wins trough combat damage with its tokens. It currently intentionally does not play Combos. The goal of the deck is to overwhelm the opponents with an army of illusions while controlling the board and protecting ones own boardstate.\n\nMinn solves a problem many monoblue commanders have: A fun wincon. Minn creates Illusions whenever you draw your second card in a turn. These Illusions get stronger the more Illusions are around.\nAdditionally whenever an Illusions dies you can put a permanent with equal or lesser mana value to its power on the field.\nAnd this blew my mind when I figured it out: Lands have manavalue 0. So Minn is also ramp in the command zone!\n\nYou will like this deck if:\n\nYou like to draw a ton of cards"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You like to make many tokens"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You like Interaction and having an answer to everything"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You like to copy things"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nYou won't like this deck if:\n\nYou don't like decks that are too reliant on the Commander"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"It's monoblue bro. People will give you hate"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n___________________________________________________\n\nGAMEPLAN"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nSTARTING HAND"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nMinn is 3 Mana and when he is on the field we instantly want to create an Illusion.\n\nAn ideal hand consits of:\n\n2-3 Lands, 2-3 Draw effects (preferably a draw effect that can be played turn 1-2 BEFORE Minn to draw when Minn is out), some interaction, some Form of ramp.\n\nEarlygame Ramp in this deck is secondary. You ramp passively trough your Illusions dying.\n\nYou have 7 cards that allow you to draw a card in turn 3 when you play Minn to make your first Illusion. If you Mulligan twice (get 3x a hand of 7) you have an 80% chance of drawing these.\nThere is also other cards like Pupu Ufo + Enough Lands + Draw that enable an early setup or Urzas Saga (can get Senseis)\n___________________________________________________\n\nEARLY/MIDGAME"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTurn 1-2 you want to setup for later turns by playing either ramp or something that draws for you later. Your MAIN GOAL is to draw 2 cards each turn!\nTurn 3 Play Minn and ideally start creating an Illusion\n\nFrom now on just try to draw as much as possible (in as many other turns as possible) and protect your board.\n\nUse your Illusions to block attackers and bring Islands or other Permanents into play! Play defensive! It ramps you until you can win.\n\n___________________________________________________\n\nLATEGAME/WINNING"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOver time people will start to notice the value you accumulate. It is also wise to NOT tell people that you can bring lands in with Minns ability until they notice what is going on.\n\nYou will start to find some Permanents where you can copy Minn to create even more Illusions. Continue drawing cards and protecting your board.\nThere is a few mana doublers in the deck and a few protection pieces that help you rebuild and/or protect your board.\n\nYou will find one of three mass board bounces (+Cryptic Command) and can usually swing in for a win. \nMaybe also with flying from Eldrazi Monument\n\nFun facts:\nMaskwood Nexus is an Anthem. The Illusions buff eachother. You don't need Anthems, just more Illusions (That is why copies of Minn are included)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Jin-Gitaxias copies your own artifacts. Enjoy tapping lands for 4 Mana. If you have sakashima 1000 out yo can even copy your legendary artifacts"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Eaten by Piranhas and Imprisoned by the Moon are great enchantments that you can for free (and sometimes instant speed) put into play"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Minn is BOARDWIPE PROOF! If your Illusions die you can usually in response draw a shit ton of cards and dump your whole hand after the boardwipe. It's really easy to rebuild (Also don't tell that to opponents, let them see it after the wipe). So boardwipes are usually good for you, because they are kind of one sided. You should counter Farwell tough."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n___________________________________________________\n\nCOMBO"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThere are Combos with Meloku and you can also tutor for Meloku with the Wizardcycling cards. I find it kinda boring and non synergistic, that is why I left it out.\n\n___________________________________________________\n\n\nCARDS TO LOOK FOR / CARDS TO AVOID"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWe are looking for cards that draw us a card each turn for free. If we have two of these pieces we are online to create an illusion in every turn.\nOther then that we are looking for cool/overpowered Permanents we can put into play with Minn's ability. That is why all the clone effects are permanents. I've noticed that most of the time the CMC you can bring in when an Illusion dies will be 3-5.\n\nAlandra would be an amazing include. I don't include her because this is a Wizard/Illusion deck to me and making drake Tokens doesn't fit the vibe.\n\nCARDS TO AVOID / CUTS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSince we are running the Basic Land doublers we have to be mindful about our non-basic lands.\n\nNotable Cuts\n\nNykthos Shrine to Nyx - There is not that many permanents and we run the land doublers, its usually better to have more basics"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Meloku, all Wizard Cycling Support pieces and Finishers for the Infinite - I don't think her infinite is fun and I don't want to run all support cards she needs."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Heraldic Banner, Lord of the Unreal --> Anthems t hat give +1/+1 are just not worth... if you make one more Illusion you buffed your whole team the same amount"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wonder --> Good Inclusion. I've felt it is just not needed as I always get Flying lategame. Maybe it is better than Eldrazi Monument, but I enjoy Eldrazi more."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Verity Circle --> Has been good times to times. Will have a look out for this one still."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Grafted Wargear --> Haven't found a slot for it, but it would be a great include!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Auton Soldier --> Too expensive (mostly you can drop something for 1-4) and the Myriad is kind of useless for us as we want to copy and not attack with Minn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Malcolm Alluring Scoundrel --> Great include. Still unsure what to cut to add it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Switched out Mikokoro and Geier Reach for Riptide Laboratory and High Market. Paying effectively 3 mana to draw 1 card and make each opponent draw one too feels underwhelming. I have to watch out if it would have been useful in certain events. Riptide protects Minn and other imporant pieces and High Market ramps us."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Switched out Riptide Laboratory and High Market for Lazotep Quarry and Fountainport"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Added Pollywog Prodigy and Kitsa (Amazing!)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Deck feels pretty solved. Currently testing Leyline of Anticipation, but hoping for another cool blue BOMB soon. Took out Murmuring Mystic (seems to do nothing - always somth better to do)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Took out Leyline for Homunculus Horde! Amazing Wincon if played when you already draw 2 cards a turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Removed Ashnods Altar :( - but it didn't feel necessary. It is often akward since you need blue mana. Will keep an eye out if it is missed"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Added another Looter (Merfolk and Malcolm). The decks mid and lategame is great. The setup needs support."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Took out Fierce Guardianship, Force of Will, Mystical Tutor and The One Ring to make it a bracket 3 deck. Kept Cyclonic Rift, Rhystic Study and Consecrated Sphinx"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Added Flare of Denial and Swan song as replacement for the Counterspells. Flare is fine, since we mostly can sacrifice a looter in the midgame easily. Added drowned Rusalka as a way to draw cards in others peoples turn (need to test). Also added Read the Runes back in (Testing)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Want to make room for Pupu Ufo. Worst case it is just a strictly better Walking Atlas."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cut 7 Cards. Added more Lands (1 Island and Sink into stupor). And added Titan of Litjara and Toothy to test out. The deck needs more draw that is not impulse draw and they both draw a ton."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Contemplating to add the strictly better clones (Chameleon and Irma) but waiting for the in-universe versions. Testing Wizards Staff. The New Jace is cracked for Minn!"},{"attributes":{"list":"bullet"},"insert":"\n"}]}







































































































