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Commander
Flying, vigilance The first card you foretell each turn costs {0} to foretell. Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, create a 1/1 white Spirit creature token with flying.
Artifact
Creature
When Amphin Mutineer enters the battlefield, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token. Encore {4}{U}{U} ({4}{U}{U}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Deadeye Navigator is paired with another creature, each of those creatures has "{1}{U}: Exile this creature, then return it to the battlefield under your control."
Flying Whenever Ethereal Valkyrie enters the battlefield or attacks, draw a card, then exile a card from your hand face down. It becomes foretold. Its foretell cost is its mana cost reduced by {2}. (On a later turn, you may cast it for its foretell cost, even if this creature has left the battlefield.)
As Stenn, Paranoid Partisan enters the battlefield, choose a card type other than creature or land. Spells you cast of the chosen type cost {1} less to cast. {1}{W}{U}: Exile Stenn. Return it to the battlefield under its owner's control at the beginning of the next end step.
When Stoic Farmer enters the battlefield, search your library for a basic Plains card and reveal it. If an opponent controls more lands than you, put it onto the battlefield tapped. Otherwise put it into your hand. Then shuffle. Foretell {1}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Enchantment
When Touch the Spirit Realm enters the battlefield, exile up to one target artifact or creature until Touch the Spirit Realm leaves the battlefield. Channel — {1}{W}, Discard Touch the Spirit Realm: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Instant
Exile X target creatures, then investigate X times. Return the exiled cards to the battlefield tapped under their owners' control at the beginning of the next end step. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
Exile target creature you control, then return it to the battlefield under its owner's control. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Land
Path of Ancestry enters the battlefield tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Planeswalker
Sorcery
Sideboard
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 {1}{U}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Maybeboard
Flying, protection from black Echo {3}{W}{W} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When Karmic Guide enters the battlefield, return target creature card from your graveyard to the battlefield.
Deck Stats
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