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{"ops":[{"insert":"A Game Within A Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Neil Patrick Harris, er... The Celestial Toymaker is a phenomenal commander that has a play pattern like no other, makes great use of under-utilized cards, and is an absolute unit for only 3 mana. So if you've ever wished that you could play a mini-game while playing commander, or relish in watching your opponents go \"Wait, you commander does what?!?\" Then look no further than this giggly boi. I will admit, I used to be a Doctor Who fan, but I stopped watching right around Peter Capaldi. So color me surprised when I saw that Neil Patrick Harris was going to be getting his very own magic card. I don't know anything about the lore of The Celestial Toymaker, and the Wikipedia page is entirely too long to read. But lore doesn't matter anyway, this is Magic in the modern age!\n\nSo, What's The Game Plan?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our boy Celeste is an absolute house. He comes jam packed with two separate and synergistic triggered abilities. The first is an attack trigger that lets you take the top three cards from your library, sort them into a face-up pile and a face-down pile, and have the defending opponent choose one for you to put into your hand, and the other to go to exile. The second is an end step trigger that drains each opponent for 2 for each effect that \"caused one or more players to guess or to group cards or permanents into a pile this turn.\" Obviously, Celeste's attack trigger "},{"attributes":{"bold":true},"insert":"is"},{"insert":" an effect that causes one player (you) to group cards into a pile. This means that he is gives you card advantage "},{"attributes":{"italic":true},"insert":"and"},{"insert":" drains your opponents for 3 mana. This. Guy. Is. Cracked. So how do we win with Celeste? We play to maximize the 2-HP drain using effect multipliers in the form of clones, trigger copiers, and drain increasers. We also run a slate of \"group or guess\" effects that also proc Celeste's end step trigger. Our strategy is not the quickest, so we have some symmetric stax effects to slow our opponents down, and plenty of protection and evasion for when they realize that Celeste is busted.\n\nEffect Multipliers"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our effect multipliers come in the form of clones, trigger copiers, and drain increasers. We'll start by looking at clones. \n\nClones"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Clones are an especially powerful way for us to to increase our drain damage for two reasons. One, Celeste's attack trigger is really good. It effectively lets us draw 1-2 cards per attack, so more of Celeste's attack triggers means more cards. And two, since Celeste has two triggered abilities, one that feeds into the other, our drain damage increases "},{"attributes":{"bold":true},"insert":"exponentially"},{"insert":" with our number of Celestes. If one Celeste attacks, that's one group-or-guess, so we drain for 2 on end step. If two Celestes attack, that's two group-or-guesses, so "},{"attributes":{"bold":true},"insert":"each"},{"insert":" Celeste drains for 4, which is a total of 8. Three Celestes is 18, four Celestes is 32, and so on. And that's the power of exponential growth, baby! It "},{"attributes":{"italic":true},"insert":"is"},{"insert":" important to remember that, obviously, our commander is legendary. So, due to "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Legendary/Legend_rule"},"insert":"the legend rule"},{"insert":", we need very specific cards that will allow us to create non-legendary copies of our commander. At the time of writing, there are only "},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Acopy-legendary+f%3Ac+id%3Aesper&unique=cards&as=grid&order=edhrec"},"insert":"14 cards"},{"insert":" in our colors that allow us to create copies of legendary creatures. So lets talk about the ones I'm running and the ones I'm not\n\nThe clones I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Spark Double"}},{"insert":" - There's not much to say here. This card is good. It gives us a copy of our commander "},{"attributes":{"bold":true},"insert":"and"},{"insert":" gives the copy a +1/+1 counter, which will make the copy slightly more likely to survive a block. There's also possibly a weird edge case where you'd want to create a copy of Jace, Architect of Thought. I've never done it, but that doesn't mean there's not a scenario where it would make sense."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Helm of the Host"}},{"insert":" - This card is better the lower the power-level you're playing in. It's 4 mana to play, then 5 mana to equip, for a total of 9 mana before it does anything. 9 mana is obviously really steep, which is why it's better in lower power levels, but if you can get multiple combats off with this thing attached to Celeste, you'll easily walk away with the game. It is important to note that this effect gives the clone haste, so it's the only clone effect that allows the clone to attack the same turn it was created. It's also important to note that the creation of the clone is a triggered ability, which can be doubled with our trigger copiers that we'll talk about a bit further down"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" - This card is very similar to Spark Double, but different in two ways: It's a sorcery that creates a token instead of a creature, and the copy gains flying instead of a +1/+1 counter. The first is a slight difference that opens you up to a different variety of counter spells, and things that affect token v.s. creature differently. The second gives the copy evasion over a +1/+1 counter which, I would argue, is better. Dying to a block is one of Celeste's biggest weaknesses. Giving the copy flying lets you avoid much of that."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Quantum Misalignment"}},{"insert":" - This card is our gold standard. For one mana more than Spark Double or Irenicus's Vile Duplication, we get to create a copy. But unlike those two, our cookie is not that the copy gets a +1/+1 or flying. It's that we get to create "},{"attributes":{"bold":true},"insert":"a second copy"},{"insert":" at the beginning of our next upkeep. This card is amazing, and it makes sense that the best copy card for our Doctor Who commander is a Doctor Who card. Also note that the keyword \"Rebound\" "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Rebound"},"insert":"creates a delayed "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Rebound","italic":true},"insert":"triggered ability"},{"attributes":{"italic":true},"insert":" "},{"insert":"for our next upkeep that can be copied with some of our copy triggered ability cards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sakashima of a Thousand Faces"}},{"insert":" - This guy is basically just Spark Double, but without the +1/+1 counter. The lack of counter doesn't really make that much of a difference. In fact, it might actually be a positive in some niche scenarios I'll go over later. I will say, at the time of writing this, Thousand Faces is almost the most expensive card in the deck, and he's really just another clone for Celeste. If you're looking to cut cards for budget reasons, I'd start here."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sakashima the Impostor"}},{"insert":" - There are three important differences to note between The Imposter and Thousand Faces. The first is probably pretty obvious, but 2UU is a more difficult casting cost that 3U, so that makes this version slightly worse. Second is that The Imposter can enter as a copy of a creature another player controls, not just your own creatures. 95% of the time, we'll choose to have The Imposter enter as a copy of Celeste, but we do have the"},{"attributes":{"italic":true},"insert":" option"},{"insert":" to choose something else. And the third difference is that you can pay 2UU to return The Imposter to your hand at the end of the turn. This is pretty expensive for not much value, but it does let you recast The Imposter and choose to have it become a copy of a different creature on the battlefield. It's not likely to be useful, but we always want to keep all of out option open."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThis brings us to the end of the list of clone spells that I'm running. So let's dive into some of the one's I'm not running, and I'll talk a bit about why I decided that they didn't quite make the cut\n\nThe clones I'm not running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Auton Soldier"}},{"insert":" - Remember, the keyword \"Myriad\" means that you create a token that is "},{"attributes":{"italic":true},"insert":"\""},{"insert":"tapped and attacking"},{"attributes":{"italic":true},"insert":"\" "},{"insert":"each non-defending player, then exile the tokens at the end of combat. "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Declare_attackers_step"},"insert":"508.3a"},{"insert":" states that \"[Attack triggers] won’t trigger if a creature is put onto the battlefield attacking.\" So we won't get Celeste's attack trigger from the myriad copies and the copies don't even stick around until the end step for us to get their second triggered ability. So this card is just an over-costed copy creature with no upside."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Nanogene Conversion"}},{"insert":" - This card is really interesting. Like I said before, our drain damage increases exponentially with the number of Celestes we have. So 5 Celestes attacking and living to the end step would drain our opponents of 50 life. Which would be enough to take the win in most cases. The thing is that your opponents creatures also get turned into Celestes, so they could double block and kill our copies unless we have a way to give them protection or evasion. It could be cool, or it could get your creatures killed. One day I'll give it a try. But for now, I think it's too risky and I don't run it"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"link":"https://scryfall.com/search?q=%22Ratadrabik+of+Urborg%22+OR++%22Storm+of+Saruman%22++OR++%22Vesuvan+Duplimancy%22++OR++%22Lazav%2C+Dimir+Mastermind%22+OR+%22Lazav%2C+the+Multifarious%22+OR+%22Hall+of+Mirrors%22&unique=cards&as=grid&order=edhrec"},"insert":"The remaining 6"},{"insert":" are pretty self explanatory. They don't really fit our play pattern enough to make sense"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nTrigger Copiers"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Another way for us to squeeze more value out of Celeste is by using trigger copiers. Both of Celeste's abilities are triggered abilities. The first is triggered on attack, and the second is triggered at the beginning of the end step. This means that we're looking specifically for effects that can copy "},{"attributes":{"italic":true},"insert":"triggered"},{"insert":" abilities. There are "},{"attributes":{"link":"https://scryfall.com/search?q=%28otag%3Acopy-ability+OR+otag%3Atrigger-doubler%29+id%3Aesper+f%3Ac+o%3Atrigger&unique=cards&as=grid&order=edhrec"},"insert":"21 cards"},{"insert":" that double or copy triggered abilities in esper. So, again, I'll talk about the ones I'm running, then talk about the ones I'm not\n\nThe trigger copiers I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Strionic Resonator"}},{"insert":" - This one is very efficient. It comes down before Celeste and is colorless? *chef's kiss* Strionic Resonator also doesn't specify that the target trigger ability must be from a permanent that you control, so you can get a bit more creative with which triggers you're copying."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" - Delney was basically made for our deck. Delney doubles both of Celeste's triggers "},{"attributes":{"bold":true},"insert":"and"},{"insert":" gives him evasion, all for the low low cost of 2W. I wish they didn't have the same mana value as our commander, but you know what they say about inspecting the dental work of equestrians."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mirror Room // Fractured Realm"}},{"insert":" - We mainly cast this with Fractured Realm unlocked. It is quite expensive at 5UU, but it doubles the triggered abilities of "},{"attributes":{"bold":true},"insert":"all"},{"insert":" of our permanents, and "},{"attributes":{"italic":true},"insert":"do"},{"insert":" we have some juicy triggered abilities of permanents that "},{"attributes":{"italic":true},"insert":"aren't"},{"insert":" on Celeste. Additionally, it's not inconceivable that we'd want to unlock the Mirror Room side. If we have "},{"insert":{"card-link":"Sakashima of a Thousand Faces"}},{"insert":", we can make a copy of them. Additionally, if we've already made a copy of Celeste that is "},{"attributes":{"bold":true},"insert":"not"},{"insert":" legendary with some of our other clone effect, we could create a copy of "},{"attributes":{"italic":true},"insert":"that"},{"insert":" token."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Roaming Throne"}},{"insert":" - Most people would look at this card and see a typal powerhouse, but we look past the surface and see the true potential of this card. We're looking to double the triggers of Celeste, so when Roaming Throne enters, we'll want to pick either \"Rogue\" or \"Artificer\". At present, there are no other creatures in this deck that have either creature type, so it doesn't really matter which one we choose. Roaming Throne also comes with a 4/4 body, which is not nothing in deterring attackers. It also protects itself with ward-2, and making "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" cost 2W is pretty back-breaking."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThose are the trigger copiers that I deem worthy, so let's look at the others that weren't quite up to snuff\n\nThe trigger copiers I'm not running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Lithoform Engine"}},{"insert":" - This card is really cool but, unfortunately, it's just too expensive. Lithoform Engine is just Strionic Resonator with extra steps. It costs 2 more than Strionic Resonator and does "},{"attributes":{"italic":true},"insert":"basically"},{"insert":" the same thing. The first ability is exactly the same. The second and third abilities are cool, but really break the bank. They both target "},{"attributes":{"bold":true},"insert":"spells"},{"insert":", so that means you need to be paying the 3 or 4 mana "},{"attributes":{"bold":true},"insert":"on top"},{"insert":" of the cost of the spell you are casting. A second copy of Quantum Misalignment does sound awesome, but 6UU is really steep after you've already spent 4 to play this artifact. If your pod consistently makes it to turn 10 and beyond and you need a way to close the game out, then I'd say add Lithoform Engine to your list"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Virtue of Knowledge // Vantress Visions"}},{"insert":" - We are never going to cast this as Virtue of Knowledge because we have no ETBs to trigger. And a single instant that copies one trigger really isn't worth our time"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Adric, Mathematical Genius"}},{"insert":" - This guy is Strionic Resonator but worse in every way. He has a less flexible casting cost. He has a less flexible and more expensive trigger doubling ability. And he's a frail body that dies to any errant ping damage. He does have an interesting sac effect that lets you stifle an ability, but that's not enough to outweigh his major downsides"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"link":"https://scryfall.com/search?q=%22Clara+Oswald%22+OR+%22Panoptic+Projektor%22+OR+%22Dungeon+Delver%22+OR+%22Naban%2C+Dean+of+Iteration%22+OR+%22Hama+Pashar%2C+Ruin+Seeker%22+OR+%22Abstruse+Archaic%22+OR+%22The+Peregrine+Dynamo%22+OR+%22Aboleth+Spawn%22+OR+%22Echoes+of+Eternity%22+OR+%22Gandalf+the+White%22+OR+%22Drivnod%2C+Carnage+Dominus%22+OR+%22Teysa+Karlov%22+OR+%22Elesh+Norn%2C+Mother+of+Machines%22+OR+%22Panharmonicon%22&unique=cards&as=grid&order=edhrec"},"insert":"The remaining 14"},{"insert":" are not really what we're looking for. Most of them double ETBs or death triggers, which really aren't our style"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nDrain Increasers"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The last way we have to get the most out of Celeste's triggered abilities is with drain increasers. This is certainly the slimmest of the three effect multipliers that we employ, but they should not be overlooked. Scryfall has "},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Adamage-multiplier+id%3Aesper+f%3Ac&unique=cards&as=grid&order=edhrec"},"insert":"6 cards"},{"insert":" tagged as \"damage-multiplier\" that are legal in esper, so let's look at which are worthy, and which aren't\n\nThe drain increasers I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Bloodletter of Aclazotz"}},{"insert":" - This is the \"hardest\" spell in our deck to cast, but the juice is certainly worth the squeeze. 1BBB may only be a mana value of 4, but trying to get 3 black mana is not the easiest for our relatively budget mana-base. We likely won't be casting Bloodletter on curve, but that's okay because this unit still pulls their weight well after turn 4. Due to Celeste's abilities, most of our drain damage will be coming on our own end step, so Bloodletter will double that for us."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Wound Reflection"}},{"insert":" - You may be tempted to think that this card is just Bloodletter but a lot more expensive for only a little better... And you'd be right. But I'd argue that that's not as bad as it sounds. For starters, while 5B may be 2 mana more than 1BBB, the reduction of BB should not be understated. Wound Reflection is actually easier to cast that Bloodletter. Additionally, we do have effects that drain our opponents on "},{"attributes":{"italic":true},"insert":"other"},{"insert":" player's end steps too, we just haven't gotten there yet. So the ability to increase damage on other player's turns is still useful. Finally, we're not the only play in the game that's going to be dealing damage. If player 2 lightning bolts player 3 in the face, that damage will be doubled too."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Bloodchief Ascension"}},{"insert":" - So, this card isn't tagged as a \"damage-multiplier\" in Scryfall, but hear me out. A \"damage multiplier\" is something that takes damage and turns it into more damage and, when you boil it down, that's really what this card is doing. It's just a little bit delayed, that's all. When this card is out, we want to get it to three quest counters as quick as we can. We can do this by using our instant-speed \"group-or-guess\" effects on our opponent's turns so that Celeste drains them on their endsteps. Also remember that this card doesn't care who does the damage as long as an opponents loses 2 or more life. So make sure that you keep track of the damage that your opponents are dealing to each other as well"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAnd that's all she wrote for drain increasers. I wish there were more cards in this category, but Wizards seems to have decided that damage increasing is really more of a red thing. But, Bloodletter was first printed in LCI in 2023, so it's not impossible that some more esper damage increasers will come eventually. I'll keep my eye on it. Anyway here's the one's I'm not running\n\nThe drain increasers I'm not running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Astarion, the Decadent"}},{"insert":" - We really only care for Astation's \"Feed\" ability, which is just a much worse version of Wound Reflection. We really don't have enough life-gain to entertain the idea of making use of his \"Friends\" ability. So Astarion just ends up being a worse, harder to cast copy of Wound Reflection"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Inquisitor's Flail"}},{"insert":" - This card is so not for us. It doubles combat damage dealt by "},{"attributes":{"bold":true},"insert":"and "},{"insert":"to the equipped creature??? Don't let me yuck on your yum, but we clearly aren't the intended audience"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Warlock Class"}},{"insert":" - The only part of this card that we care about is the level three ability, so this just ends up being a waaaay worse version of Bloodletter. You thought 1BBB was hard to cast? Try 7BBB. I know that it can be leveled up incrementally and that the level 1 and 2 abilities give us "},{"attributes":{"italic":true},"insert":"something, "},{"insert":"but it's really just not enough to make this card viable"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Final Punishment"}},{"insert":" - This card could "},{"attributes":{"italic":true},"insert":"maybe"},{"insert":" be viable as a finisher if you really needed to take one specific enemy out if it were an instant, but it's a sorcery. That means that we can't cast it during our end step to double the damage we get from Celeste's second triggered ability, and that's a large portion of our damage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSo those are the effect multipliers that I run. It should be noted that, because all of these effects are multiplicative, they stack "},{"attributes":{"bold":true},"insert":"exponentially"},{"insert":" with each other. One clone, one trigger doubler, and one drain increaser will usually be enough to win you the game. You could play "},{"insert":{"card-link":"The Celestial Toymaker"}},{"insert":" on 3, "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" on 4, "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" on 5, and "},{"insert":{"card-link":"Bloodletter of Aclazotz"}},{"insert":" on 6, which would allow you to swing with Celeste, and Vile Duplication, and drain your opponents for 64 life during your end step! And that doesn't even account for the drain damage you would be able to do on earlier turns. This may seem like a best-case scenario, but it doesn't require any mana rocks. It doesn't require you to play anything on 1 or 2. It doesn't even require you to hit your land drop each turn. Technically, the best case scenario, without Sol Ring, would be "},{"insert":{"card-link":"Mother of Runes"}},{"insert":"/"},{"insert":{"card-link":"Giver of Runes"}},{"insert":" on 1, "},{"insert":{"card-link":"Strionic Resonator"}},{"insert":" on 2, "},{"insert":{"card-link":"The Celestial Toymaker"}},{"insert":" on 3, "},{"insert":{"card-link":"Roaming Throne"}},{"insert":" on 4, "},{"insert":{"card-link":"Quantum Misalignment"}},{"insert":" on 5, and "},{"insert":{"card-link":"Bloodletter of Aclazotz"}},{"insert":" on 6, which would allow you to attack with Celeste, and the first copy from Quantum, using our two unspent mana to tap Strionic and copy one of the attack triggers, and drain your opponents for 120 life during your end step, all while having the protection of Mother/Giver. This does require hitting a land drop each turn, but that's not too hard with Celeste's first ability..\n\nOther Group-Or-Guess Effects"},{"attributes":{"header":2},"insert":"\n"},{"insert":"While Celeste's attack trigger is a very powerful, and repeatable, group-or-guess ability, it is far from the only one in the game that we can take advantage of. Scryfall tells us that there are "},{"attributes":{"link":"https://scryfall.com/search?q=f%3Ac+id%3Aesper+o%3A%2F%5Cbpile%5Cb%7C%5Cbguess%5Cb%7C%5Cbguesses%5Cb%7C%5Cbpiles%5Cb%2F+-%22The+Celestial+Toymaker%22&unique=cards&as=grid&order=edhrec"},"insert":"33 other cards"},{"insert":" that have the words \"pile(s)\" or \"guess(es)\", and I'm running 12 of them. Obviously, there are two clear categories of group-or-guess effects: effects that make someone group cards, and effects that make someone guess cards. I'll first take a look at effects that make someone group cards, since it's the more common effect. Then I'll go onto the rarer category of guess effects. By now you should understand the format, I'll talk about the effects that I'm running, then the effects that I'm not.\n\nThe group effect cards I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Do or Die"}},{"insert":" - Every deck needs to eat its deck building vegetables, and removal is one of those vegetables. So it's always great when you can find a way to combine your deck building vegetables with your deck's core plan. Do or Die is a great example of this. While it's not perfect removal, it can remove half of an opponent's board. Which, for 1B, is a pretty solid effect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Epiphany at the Drownyard"}},{"insert":" - This is the only x-cost card that we have in the deck. Remember that "},{"attributes":{"link":"https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=409802"},"insert":"piles can always be empty"},{"insert":". Obviously, your opponent would choose for you to put the empty pile into your hand, but it still counts as a group-or-guess effect if you really need Celeste's second ability to trigger for cheap. Drownyard may initially look like a worse Fact or Fiction since you have to pay 1 more if you want to reveal the same number of initial cards. But, I'd argue that it's actually better for two reasons. The first is the flexibility that the x-cost gives. It allows us to trigger Celeste's second ability for cheap if we want, or gives us a late game mana-sink to get a bunch more gas. The second is that it puts us in the driver's seat first. We get to group the cards the way we want first, "},{"attributes":{"italic":true},"insert":"then"},{"insert":" our opponent chooses from the options we've given them."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fight or Flight"}},{"insert":" - This card was made for us. One of the weaknesses of this deck is its small board-presence. We want to be turning Celeste sideways each turn for his juicy attack trigger, and we don't really have many bodies to block attacks that come our way. Fight or Flight lets us limit which creatures our opponents could even swing our way. It also triggers on "},{"attributes":{"bold":true},"insert":"each"},{"insert":" opponent's combat phase, so with Celeste out, we will be draining our opponents for 6 each turn cycle without having to pay anything other than the measly 3W to cast this bad boy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sauron's Ransom"}},{"insert":" - Another card that serves two purposes for us. The card gives us a taste of our medicine a bit. An opponent groups the top 4 cards into a face up and face down pile. Then we choose one and put it into our hand, then the other goes to the yard. I very much dislike how powerless we are in this situation. Our opponent gets to choose the piles "},{"attributes":{"bold":true},"insert":"and"},{"insert":" which one is face up and face down. This is not the direction that the power dynamic is supposed to be. But it is only 3 mana, so the rate is pretty good. Additionally, the second effect is exactly what we want for Celeste. If we choose Celeste as our ring-barer, it effectively gives him \"skulk\", meaning that he cannot be blocked by creatures with 3 or greater power, allowing him to attack more freely."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Hostile Negotiations"}},{"insert":" - This is our most reliable \"group\" card. We are guaranteed to get 3 cards every time, which is not bad for 4 mana (and 3 life). Negotiations puts us in the driver's seat, which we love, but in a slightly different way than our other \"group\" effects. Which cards are in each pile is determined by fate, then we decide which pile is face up, then an opponent chooses which one pile to put into your hand, and the other to go to the yard."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Make an Example"}},{"insert":" - Just like \"Do or Die\", this card gives us removal "},{"attributes":{"bold":true},"insert":"and"},{"insert":" a group effect. Unlike \"Do or Die\", however, we get to force "},{"attributes":{"bold":true},"insert":"all"},{"insert":" of our opponents to sacrifice half of their board. We also get to be in the driver's seat first, unlike \"Do or Die\" It's double the mana for 3-times the value (assuming a 4 person pod)! It is important to note that, while we are having 3 different players group their cards, this still only counts as "},{"attributes":{"bold":true},"insert":"1"},{"insert":" effect for Celeste's second ability at the end step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sphinx of Clear Skies"}},{"insert":" - A ward 2, 5/5, flier for 5 is already not a terrible deal, but we're really running this sphinx for its "},{"attributes":{"link":"https://tagger.scryfall.com/tags/card/saboteur"},"insert":"saboteur ability"},{"insert":". In the best case scenario, we'll control all 3 esper basic land types (setting aside weird "},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" type effects), so we'll get either 2 or 1 cards. It is worth noting that piles can be empty (as the card reminds us). So, if you only control 1 basic land type, you're basically just revealing the top card of your library, then putting it into your hand. If you managed to play Clear Skies, then got hit by an "},{"insert":{"card-link":"Armageddon"}},{"insert":" type effect and control 0 basic land types, you would still, technically, group the top 0 cards of your library into two piles, which "},{"attributes":{"bold":true},"insert":"would"},{"insert":" trigger Celeste's second ability on end step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Truth or Tale"}},{"insert":" - This card is a long walk for a short drink of water, but it's only 1B and it's an instant, so it makes the cut. We get to be in the driver's seat first, which is a nice bonus. When choosing which cards are in which pile, try to find 2 cards that you actually want and put them in opposite piles. That way, whichever pile our opponent chooses, we will get at least one card that we actually want."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThose are the 9 \"group\" effects that I run, on top of Celeste's attack trigger. This category is pretty vibes based in my opinion. If you want to run more, then you should run more. If you want to run less, then you should run less. There's really no "},{"attributes":{"italic":true},"insert":"right"},{"insert":" answer for how many and which \"group\" effects you should run. These are just the ones that I like and think are efficient. Which leads us to the \"group\" effects that I do "},{"attributes":{"bold":true},"insert":"not"},{"insert":" run\n\nThe group effect cards I'm not running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Fact or Fiction"}},{"insert":" - This is the namesake card for the entire \"one player groups, another player chooses\" mechanic. It's such a classic that it almost bears adding just out of respect for the card. "},{"attributes":{"italic":true},"insert":"almost"},{"insert":". But it puts your opponent in the driver's seat first, and realistically only nets you 2-3 cards that all of your opponents get to see. For 3U, I wouldn't call that a good deal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Liliana of the Veil"}},{"insert":" - This card is not for us. It is my closely held belief that planeswalker's ultimate abilities are a bait. Unless you've got some "},{"insert":{"card-link":"Doubling Season"}},{"insert":" type shenanigans going on, thinking that you'll get to use their ultimate is just not true. Liliana's ultimate is the only thing we'd even care about. None of her other abilities help us at all, and since we know that we're never going to get her ult off, I'll take a hard pass on this one"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Jace, Architect of Thought"}},{"insert":" - Like I just said, planeswalker's ults are fake, but we aren't interested in Jace's ult. We're interested in his -2 ability, and a tiny bit his +1. Jace's -2 ability gives us a small \"group\" effect with our opponent in the driver's seat. For 2UU, that's a pretty bad deal for us. But, if we get to activate it twice, now the calculus changes. It effectively becomes 1U per activation, which is a much better deal for us. Jace's +1 ability also gives us a bit of protection from go-wide strategies in a pinch, so it shouldn't be overlooked in the proper situation. I'm not gonna lie, I like this card. This is, actually, the final card that I cut from my list while making this deck, so it "},{"attributes":{"italic":true},"insert":"almost"},{"insert":" made the cut. The straw that broke the camel's back for me is how poor we are at defending ourselves, so we don't want to be drawing any extra ire by casting a planeswalker that is only \"pretty okay\". If you like planeswalkers, then you should feel no shame in running this card. It's just not quite to my taste."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sphinx of Uthuun"}},{"insert":" - 5/6 is a little underwhelming when it comes to stats on a 7 mana value flier. "},{"insert":{"card-link":"Old Gnawbone"}},{"insert":" and "},{"insert":{"card-link":"Rune-Scarred Demon"}},{"insert":" are both also 5CC (where C is a given single color), and are 7/7 and 6/6 respectively, so we would expect Uthuun to have a "},{"attributes":{"bold":true},"insert":"really"},{"insert":" good ability to make up for it. And they've got... Fact or Fiction on ETB :( So it's a more expensive version of a card I don't run attached to an under-powered body."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ghastly Conscription"}},{"insert":" - Yet another a card that is not meant for us. It gives you a potentially very wide board and the ability to turn the ones you want face-up for their mana value. It's a fine effect, but not for our deck. It's just incidental that it instructs you to group that player's yard into a \"pile\". This could be run as a graveyard hate piece, but it's really bad, and we already run a couple waaaay better GY hate pieces."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Unesh, Criosphinx Sovereign"}},{"insert":" - This card wants you to run all of the sphinxes. They reduce the cost of other sphinxes by 2 and gives you a worse ForF effect on sphinx ETB. As it stands, we are only running two sphinxes: Clear Skies and Predicaments. That's not nearly enough to get value out of Unesh, and their stats are not nearly enough to tip the scales."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Atris, Oracle of Half-Truths"}},{"insert":" - This card really flips the tables on us. Atris' ETB is exactly the same as Celeste's attack trigger, but an opponent does it to us (and the cards that we don't put in our hand goes to the yard instead of exile). I don't love being on the receiving end of a poor deal, and for 2UB no less. A 3/2 with menace really brings nothing to the table except a sup par blocker"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Become Anonymous"}},{"insert":" - I played around with the idea of including this as a fun group-or-guess that doubled as protection for Celeste. But, for us to get Celeste's end step trigger, we would have to flip him face-up for his mana cost first. This essentially makes Anonymous a 2WUUUB protection spell that lets us cloak the top two cards from our deck. That's too much for too little"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Brilliant Ultimatum"}},{"insert":" - While this may seem like a great potential game-ender, we just don't run enough expensive haymakers to make this work the mana. For this card, we are burned by our efficient mana curve. Our average mana value is 2.76, and we are realistically only going to get to play 2 or 3 cards. So we are, on average, only going to get 5.52 or 8.28 mana of value from this 7 mana value card. Even less if you consider that our average mana value of 2.76 doesn't include land. Not to mention that we aren't in the drivers seat, or that the WWUUUBB casting cost is pretty hard to actually cast on curve."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Boneyard Parley"}},{"insert":" - Our decklist doesn't run a mill or discard package, so we can't really count on ourselves to put creatures into the yard consistently. Some of our group effects do put the pile that wasn't chosen into the graveyard, but our most consistent group effect, Celete's attack trigger, puts the, into exile instead. This means that you're relying on your opponents to have noteworthy creatures in their graveyards. So 5BB is just too steep a price to pay for inconsistent results."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Triumph of Saint Katherine"}},{"insert":" - As with all Miracle cards, it doesn't really pay to run Katherine unless we have some kind of top-deck manipulation, and we certainly don't. On top of that, we only get the group effect when Katherine dies, and we don't have a sac outlet to consistently get her dies trigger off. So were gonna pass on Katie here."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Intrude on the Mind"}},{"insert":" - All-in-all, this is not a bad effect. It's the same effect as FoF, but we're in the driver's seat, "},{"attributes":{"bold":true},"insert":"and"},{"insert":" we get a blocker that stops fliers, and at instant speed. If you're looking to add more group effects, I'd take a long, hard look at Intrude. The reason I'm not running it is because of its casting cost. 3UU is just a bit steep. I know it's pretty nit picky, but I really want my 5 mana value cards to have a bit more impact than Intrude gives us. If this were 4 mana, I'd run it for sure."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fortune's Favor"}},{"insert":" - This is just a worse FoF, and we already don't run FoF. Your opponent only looks at 4 cards instead of the 5 from FoF, one of the piles is face down, "},{"attributes":{"bold":true},"insert":"and"},{"insert":" it's still the same casting cost as FoF! Yeah, that's gonna be a \"no\" from me, dawg."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Curator of Destinies"}},{"insert":" - I love to see new Sphinxes get printed since they usually come with new group-or-guess effects. That being said, I don't really think that Curator quite cuts the mustard. Let's compare it to the other group-effect sphinx that we "},{"attributes":{"italic":true},"insert":"do "},{"insert":"run: "},{"insert":{"card-link":"Sphinx of Clear Skies"}},{"insert":". Stat wise, they're both 5/5s. Ability wise, they both have flying. Destinies can't be countered, and Clear Skies has ward 2. Ward 2 is much better than uncounterability. Neither of these sphinxes is really a prime counter target, so unless you're seriously in the lead anyway neither should really be pulling counterspells. Ward 2 is also really good. It's not quite hexproof, but it's pretty close. The biggest difference is in their group-effects. Clear Skies' group-effect is a saboteur effect, so it needs to connect with an opponent. With flying, that isn't going to be that hard, but it does mean that it can't trigger until the turn "},{"attributes":{"italic":true},"insert":"after"},{"insert":" we play it. Destinies' group-effect is an ETB, so we get it right away. Destinies also costs 1 more than Clear Skies, so it'll come down a turn later, so we will actually get both of their group-effects on the same turn: turn 6 (assuming we're exactly on-curve). Destinies' group-effect is much better than Clear Skies'; It's basically Celeste's group-effect, but with more cards. So the real comparison comes down to this: what do you value more, a single-use, very good group-effect, or a repeatable, kinda bad group effect? To me, I value the repeatability of the effect over the value of the effect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Parallel Thoughts"}},{"insert":" - While tutoring for "},{"attributes":{"bold":true},"insert":"7 cards"},{"insert":" might seem busted, it's actually not for 3 main reasons. For starters, our decks doesn't draw cards. The main way we get our card advantage is through group-effects "},{"attributes":{"italic":true},"insert":"putting"},{"insert":" cards into our hand, so we can really only rely on "},{"attributes":{"italic":true},"insert":"drawing"},{"insert":" the one card from our draw step. Second, we don't get to choose the order, so we're not even guaranteed to pull the card we want when we need it. And lastly, but importantly, it's a bad play experience for our opponents. When you play Parallel, you need to look at the current board state and go tutor for the "},{"attributes":{"bold":true},"insert":"7 most useful cards"},{"insert":" from your deck! Unless you know the deck list like the back of your hand, that probably means you either sift through your deck, evaluating each card for its usefulness in the current board state, or else you rush through it and grab 7 generically good cards and miss out on some of the value of this card. Basically, you either miss out on some of the value that Parallel can bring, or your force your opponents to sit there while you admire your own deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Death or Glory"}},{"insert":" - A similar effect to "},{"insert":{"card-link":"Boneyard Parley"}},{"insert":", but less expensive and only targets our graveyard, so our reasoning for not running it will be similar. Since we're focusing mainly on Celeste's attack trigger, which put the cards not chosen in exile, we don't have a great way to fill up our graveyard. Additionally, we don't have many splashy, stompy creatures that we'd really want to reanimate anyway."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Jeskai Infiltrator"}},{"insert":" - An interesting card that I had to read a couple of times to fully understand how it works, but it doesn't really work for us. We need Infiltrator to connect with an opponent's face in order to get the group-effect. Being only a 2/3, Infiltrator is very blockable, so realistically, we need to control no other creatures for them to connect with an opponent. Now, if we control no other creatures, that means that we don't control Celeste, so we wouldn't get his end step trigger, which was the whole point of Infiltrator in the first place."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Phyrexian Portal"}},{"insert":" - An old card that has been left behind by the march of power-creep. This card is bad for a couple of reasons. For starters, it's a 3 mana artifact that does nothing until you sink "},{"attributes":{"bold":true},"insert":"3 more mana"},{"insert":" into choosing "},{"attributes":{"bold":true},"insert":"1 card"},{"insert":"! The rate of return does get slightly better as you sink more mana into it, but not by much. 6 mana gets you 1 card. 9 mana gets you 2 cards. 12 gets you 3. And so on. On top of being a poor mana value, the card selection process is absolutely awful for us. Our opponent is in the driver's seat, separating the top 10 cards of our library into 2 piles. Then those piles "},{"attributes":{"bold":true},"insert":"stay face down"},{"insert":" while we choose which one we'll make our final selection from! This means that we can't influence the outcome at all. We'd be better off just randomly separating the piles and flipping a coin to choose one. At least that way, our opponents couldn't influence the outcome at all."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mangara's Tome"}},{"insert":" - This card rhymes with "},{"insert":{"card-link":"Parallel Thoughts"}},{"insert":", but it's even worse. Again, we make the table wait while we come up with and find the five best cards for the current board state, then shuffle them and put them under the Tome. "},{"attributes":{"italic":true},"insert":"And then"},{"insert":" we still have to pay 2 to even have the pleasure of drawing any those cards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWhat \"support cards\" am I running?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"So, those are the pieces of our deck that "},{"attributes":{"bold":true},"insert":"directly "},{"insert":"contribute to the win-con, but there's still a bunch of the deck left. So, next up we have the cards that "},{"attributes":{"bold":true},"insert":"indirectly "},{"insert":"contribute to the win-con. Or, put more succinctly, our \"support cards\". In EDH, it is very common for people to fixate on the cards that directly contribute to their win-con, then just shove in whatever supporting cards around the edges that they have to. But I believe that doing this is a major disservice to your deck and, if you really want your deck to hum, you have to put "},{"attributes":{"italic":true},"insert":"at least"},{"insert":" as much effort into choosing your supporting pieces as you do into choosing your win-con cards. But, that's enough preamble. Let's get back to talking about cardboard. The support pieces that I'm running can broadly be sorted into these following categories: Lands, Speed Bump, Removal, Protection, Evasion, and Tutor. I'll dive into each of these categories in that order.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lands"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The way I see it, lands in EDH can be split into three main categories: \"Solely-mana-producing lands\", \"Mana-producing-utility lands\", and \"Solely-utility lands\". Most decks don't run any \"solely-utility\" lands, and this one is no exception; so I will be focusing on just the first two categories\n\nThe solely-mana-producing lands I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"All three "},{"attributes":{"link":"scryfall.com/search?q=\"polluted+delta\"+OR+\"flooded+strand\"+OR+\"marsh+flats\"&unique=cards&as=grid&order=edhrec"},"insert":"on-color Esper fetchlands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"All three "},{"attributes":{"link":"https://scryfall.com/search?q=id%3Aesper+otag%3Ashockland&unique=cards&as=grid&order=edhrec"},"insert":"on-color Esper shocklands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"All three "},{"attributes":{"link":"https://scryfall.com/search?q=id%3Aesper+otag%3Acycle-painland&unique=cards&as=grid&order=edhrec"},"insert":"on-color Esper painlands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"All three "},{"attributes":{"link":"https://scryfall.com/search?q=id%3Aesper+otag%3Acycle-shm-filterland&unique=cards&as=grid&order=edhrec"},"insert":"on-color Esper filterlands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"All three "},{"attributes":{"link":"https://scryfall.com/search?q=id%3Aesper+otag%3Acycle-crowdland&unique=cards&as=grid&order=edhrec"},"insert":"on-color Esper crowdlands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Raffine's Tower"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Command Tower"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Exotic Orchard"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"2x "},{"insert":{"card-link":"Island"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"1x "},{"insert":{"card-link":"Plains"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"2x "},{"insert":{"card-link":"Swamp"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"There's not much analysis to dive into here. For the solely mana-producing lands, I'm trying to maximize the number of mana pips while minimizing the number of tapped lands. We always want to have at least one basic of each type in our list so that we can always tutor "},{"attributes":{"italic":true},"insert":"something"},{"insert":" when we get hit with a "},{"insert":{"card-link":"Path to Exile"}},{"insert":" or "},{"insert":{"card-link":"Assassin's Trophy"}},{"insert":" type effect. This deck is one that I actually run in paper, so I'm not running the three "},{"attributes":{"link":"https://scryfall.com/search?q=id%3Aesper+otag%3Acycle-abu-dual-land&unique=cards&as=grid&order=edhrec"},"insert":"on-color Esper ABU dual lands"},{"insert":", but if I were to proxy them or run this deck virtually, I'd probably swap out the on-color Esper filterlands for them.\n\nThe mana-producing-utility lands I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Eiganjo, Seat of the Empire"}},{"insert":" - Definitely the worst of the three "},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Acycle-neo-legendary-land&unique=cards&utm_source=tagger"},"insert":"Esper channel lands"},{"insert":" that we're running, but the channel lands are good enough that the worst of them is still pretty good. You can clear away some dangerous blockers and allow you to attack with Celeste into some situations where he would normally die"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fell the Profane // Fell Mire"}},{"insert":" - Since MH3, it has been my opinion that every deck with black should run this land. It can enter untapped if we really need the mana the turn we play it, and the removal, while overcosted, is always good in a pinch"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Glasspool Mimic // Glasspool Shore"}},{"insert":" - While this doesn't allow us to outright copy Celeste, we "},{"attributes":{"italic":true},"insert":"do"},{"insert":" have several effects that either create non-legendary token copies of Celeste, or let us break the \"legend rule.\" If we can't find any of those effects, playing it as a tapped land is not that bad of a downside"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Hydroelectric Specimen // Hydroelectric Laboratory"}},{"insert":" - We can use the ETB effect defensively to protect Celeste from targeted removal, or to redirect a problematic buff spell that an opponent is casting on their own creature. Additionally, a 1/4 body is a pretty good blocker, assuming the Specimen survived whatever instant/sorcery that it redirected"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Malakir Rebirth // Malakir Mire"}},{"insert":" - B and 2 life is a really good rate to protect our commander from removal even when you don't take into account that it comes stapled to a swamp "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Otawara, Soaring City"}},{"insert":" - This is probably the best of the channel lands that we're running. Bounce any non-land permanent is not bad on its own, but it's made even better as a channeled ability, and even "},{"attributes":{"italic":true,"bold":true},"insert":"even"},{"attributes":{"italic":true},"insert":" "},{"insert":"better when you attach it to an untapped land"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Razorgrass Ambush // Razorgrass Field"}},{"insert":" - 3 damage might not seem like much damage, and it's not. But, 3 damage is enough to sometimes kill a problematic blocker when we attack with Celeste or sometimes kill an attacking creature with an attack/damage trigger that got pointed our way"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Rivendell"}},{"insert":" - This works really well with our controlling play style. Leaving this and two more mana up allows us to threaten a counterspell on our opponents' turns if they try to remove our stuff or do something truly heinous, and also allows us to scry on the end step before our turn to prep our draw"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sejiri Shelter // Sejiri Glacier"}},{"insert":" - This is similar to Malakir Rebirth in that it's a protection spell for Celeste stapled to a land, but Sejiri protects us from more than Malakir does in exchange for a higher mana cost"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Shizo, Death's Storehouse"}},{"insert":" - This is a slam dunk for us. We can usually bet that "},{"attributes":{"italic":true},"insert":"someone"},{"insert":" at the table won't be running black in their color ID or have artifact creatures. So Shizo is basically a "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" that costs 2 to activate instead of 5 "},{"attributes":{"italic":true},"insert":"and"},{"insert":" taps for B instead of C"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" - This is the star of the "},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Acycle-mh3-mdfc-mono-land&unique=cards&utm_source=tagger"},"insert":"MH3 Boltland cycle"},{"insert":" and for good reason. For all of the other lands in the cycle, the front side is over-costed for what it does because it comes with an untapped land stapled to the back. Looking at the closest comparison for Sink into Stupor, "},{"insert":{"card-link":"Unsubstantiate"}},{"insert":", we can see that the effect is not really "},{"attributes":{"italic":true},"insert":"that"},{"insert":" over-costed"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":" - Putting your commander into the yard is usually a risky gambit. If someone counters your recursion spell, you're pretty screwed, and everyone knows that a recursion spell "},{"attributes":{"italic":true},"insert":"has "},{"insert":"to be coming when you opt to let your commander hit the graveyard. Having that recursion spell on an activated ability makes it much harder for our opponents to counter it and kneecap us"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Waterlogged Teachings // Inundated Archive"}},{"insert":" - We have a fair amount of things to tutor for. "},{"insert":{"card-link":"Doorkeeper Thrull"}},{"insert":" is really our only flash tutor target, but it's a pretty damn good target. As far as instants go, we have a ton of choices so I won't go into every tutor option, but we can tutor for removal, protection, Group or Guess effects, or even other tutors that will let us grab something else"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" - Witch Enchanter gives us two things that that we're interested in: a "},{"insert":{"card-link":"Disenchant"}},{"insert":" and a blocker. Sure, 3W is pretty overcosted for just a \"Disenchant and a blocker\", but we need to remember that the back side of this \"Disenchant and a blocker\" is a "},{"attributes":{"italic":true},"insert":"land "},{"insert":"that can potentially enter untapped"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSpeed Bump"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Alright, let's address the elephant in the room. I know what you're thinking. You're thinking \"Skribblez, what the hell is this?! This category is just a bunch of stax cards. I don't want to play stax! Stax is an unfun strategy for sweaty tryhards!\" Or something similar. Well, if this "},{"attributes":{"italic":true},"insert":"is"},{"insert":" what you're thinking, then you're right about one thing: this category is "},{"attributes":{"italic":true},"insert":"indeed"},{"insert":" a bunch of stax cards. Most people that have a negative opinion have either never actually played against a stax strategy or got blown out by a "},{"insert":{"card-link":"Lavinia, Azorius Renegade"}},{"insert":" + "},{"insert":{"card-link":"Knowledge Pool"}},{"insert":" lock one time at their LGS and think that that's what stax is. I'm not going to spend more time talking about why stax is actually an awesome strategy that positively contributes to the health of the commander meta-game, but if you're curious to hear more, please go watch "},{"attributes":{"link":"https://www.youtube.com/watch?v=qB572KenoFE"},"insert":"this video"},{"insert":" by Salubrious Snail about stax. It is important to note that stax is a very strong strategy, and has the potential to completely hose entire decks that are not constructed with stax in mind. For example, a bracket-2 flicker deck with all of its artifact removal tied to creature ETBs completely folds to a single "},{"insert":{"card-link":"Torpor Orb"}},{"insert":". As such, this deck is squarely in bracket 3, even if the three Game Changers were to be removed. It can even punch up against many bracket 4 decks. Additionally, stax should never be a jump scare. When I play this deck against randos at my LGS, I am "},{"attributes":{"bold":true},"insert":"always"},{"insert":" up front about how much stax is in this deck and what types of stax effects I'm running so my opponents know what type of removal they should be holding up and when. Alright, enough of the preamble, let's talk about "},{"attributes":{"italic":true},"insert":"why "},{"insert":"we're running stax in the first place and what stax brings to the table. The first reason we're running stax is because our win-con is so compact, so we don't really need much acceleration to put our opponents on a clock. Celeste and one trigger doubler, like "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":", puts our opponents on a 5-turn clock, in addition to giving us a bucket of card advantage. The thing is that, in bracket 3-4, a 5-turn clock is not always good enough. It's totally reasonable that our opponents will try to push through a win before our 5-turn clock chimes midnight. So we need to buy ourselves some time, and stax is a great way to slow down our opponents and get us some breathing room. The second reason we're running stax is because our game plan is "},{"attributes":{"italic":true},"insert":"incredibly "},{"insert":"simple. All we really need to win is to be able to attack with some low-power guys and for our triggered abilities to trigger. We don't need ETBs. We don't need artifact activated abilities. We don't even need to draw cards since we'll get them from Celete's first trigger ability. Since we don't need these effects, we have a whole host of efficient symmetric stax effects at our disposal that we can use to slow down our opponents, but not ourselves.\n\nThe stax effects that I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":" - You may notice that all of the speed bumps I'm running are 2 mana or less. This is completely on purpose. We don't want our curve to be too clogged up around 3 mana since we almost always want to play Celeste on 3. Clarion is the only exception to that rule, and it's because Clarion is truly exceptional. The Conqueror smashes together the effects of two other speed bumps that we're already running, "},{"insert":{"card-link":"Cursed Totem"}},{"insert":" and "},{"insert":{"card-link":"Null Rod"}},{"insert":", and even turns off planeswalkers for extra measure. Additionally, it's attached to a 3/3 flier which can either chip in for damage or, more likely, sit as a blocker to deter other players fliers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Cursed Totem"}},{"insert":" - All kinds of popular commanders have activated abilities with completely game-warping effects that need to be answered. For example "},{"insert":{"card-link":"Krenko, Mob Boss"}},{"insert":", "},{"insert":{"card-link":"Kenrith, the Returned King"}},{"insert":", and the disgusting new "},{"insert":{"card-link":"Vivi Ornitier"}},{"insert":" are all commanders in "},{"attributes":{"link":"https://edhrec.com/commanders"},"insert":"the top 25 most popular commanders from EDHREC"},{"insert":" that get absolutely kneecapped by Totem. Additionally, plenty of creatures in the 99 of many decks have activated abilities that will get turned off. Notably, mana-dorks will get turned off since Totem doesn't specify \"non-mana\" abilities. Additional note since I got this wrong in a game one time; while \"Ninjutsu\" "},{"attributes":{"italic":true},"insert":"is"},{"insert":" and activated ability on a creature card, creature cards are only considered \"creatures\" when they're on the battlefield, and \"Ninjutsu\" is activated from your hand (or your command zone) where the card is not considered a creature. So Cursed Totem does "},{"attributes":{"bold":true},"insert":"not"},{"insert":" stop your opponents from catching you with your pants down with \"Ninjustu\" shenanigans, so stay alert for ninjas!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Damping Sphere"}},{"insert":" - This is a really nice effect that limits two different play-patterns that we don't use. The second effect is the more useful of the two. While it is clearly a strong anti-storm measure, it also taxes anyone who is trying to double or triple spell, which is something that we aren't really trying to do that often. More often, we want to play one card on our turn, then pass holding up mana for interaction. While the second effect is more applicable, the first effect is still useful sometimes, and boy is it brutal. Obviously, this effect is amazing against lands that aim to create a huge amount of mana in one tap like "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":", "},{"insert":{"card-link":"Gaea's Cradle"}},{"insert":", or "},{"insert":{"card-link":"Cabal Coffers"}},{"insert":", but it hinders "},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Aadds-multiple-mana+t%3Aland&unique=cards&as=grid&order=edhrec","italic":true},"insert":"any"},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Aadds-multiple-mana+t%3Aland&unique=cards&as=grid&order=edhrec"},"insert":" land that produces more than one mana"},{"insert":" per tap, including the common \""},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Abounceland&unique=cards&as=grid&order=edhrec"},"insert":"bounce land"},{"insert":"\""},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Doorkeeper Thrull"}},{"insert":" - There are so many creatures with ETBs stapled to them nowadays, so we run several effects to turn them off and Doorkeeper here is my favorite one. It has flash which means that we can hold up removal and flash them in in response to a creature with an ETB that we want to stifle, or on the end step before our turn if we didn't end up needing the removal. Having flash also means that we can find this fella with the previously mentioned "},{"insert":{"card-link":"Waterlogged Teachings // Inundated Archive"}},{"insert":" if we "},{"attributes":{"italic":true},"insert":"really"},{"insert":" need a way to stifle ETBs. Additionally, Doorkeeper stifles ETBs that are triggered by artifacts, which our other ETBs stiflers can't do. The only downside is that, being a creature, Doorkeeper dies more easily. But remember, a "},{"insert":{"card-link":"Doom Blade"}},{"insert":" spent on removing Doorkeeper is a Doomblade "},{"attributes":{"italic":true},"insert":"not"},{"insert":" spent on removing Celeste"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Hushbringer"}},{"insert":" - Here's one of the other ETB stiflers that I just mentioned above. Hushbringer is basically the same as Doorkeeper, but with one key difference: while Hushbringer doesn't stifle ETBs triggered from artifacts entering, it "},{"attributes":{"italic":true},"insert":"does"},{"insert":" stifle abilities triggered from creatures dying. There are plenty of abilities triggered by creatures dying, but the most notable are aristocrat effects like "},{"insert":{"card-link":"Blood Artist"}},{"insert":" or "},{"insert":{"card-link":"Pitiless Plunderer"}},{"insert":". This one card can single-handedly hose an aristocrats deck that isn't running enough flexible creature removal, and I love it"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Meekstone"}},{"insert":" - While this card is classically a staple in defender decks like "},{"insert":{"card-link":"Arcades, the Strategist"}},{"insert":" or the more recent "},{"insert":{"card-link":"Felothar the Steadfast"}},{"insert":", it also works incredibly well with Celeste since his power is low enough to "},{"attributes":{"italic":true},"insert":"just"},{"insert":" squeak under the 3 power limit. Meekstone does a great job freezing aggressive creature strategies that would normally have their way with us since our list is "},{"attributes":{"italic":true},"insert":"incredibly"},{"insert":" light on blockers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Null Rod"}},{"insert":" - Only being printed in paper once, in Weatherlight in 1997, has really done a number to the price of this bad boy. This is the most expensive card in the entire list, but this effect only exists on three cards, and only two of them are in our colors, so we for sure want to run them both. This effect is absolutely brutal for a number of reasons. Null Rod turns off mana rocks, which basically every non-green deck in existence runs. Null Rod turns off all three of the ever popular \"token trifecta\" of Foods, Clues, and Treasures. Equipping an equipment is an activated ability, which Null Rod turns off. The list goes on and on"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Rest in Peace"}},{"insert":" - Despite being in Esper, we have no graveyard shenanigans going on what so ever, so we get to run the most brutal graveyard-hate piece yet to be printed: RIP. On top of crushing the reanimation player's dreams by exiling their hard-earned graveyard, RIP also make it so that graveyards don't even exist with the second ability. Since \"Dies\" is a descriptive term that means \"is put into a graveyard from the battlefield\" according to "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Dies"},"insert":"rule 700.4"},{"insert":", RIP will stop dies triggers, like "},{"insert":{"card-link":"Zulaport Cutthroat"}},{"insert":", from triggering since creatures are put directly into exile instead of their respective graveyards. Additionally, any effects that care about cards entering your graveyard, like "},{"insert":{"card-link":"Syr Konrad, the Grim"}},{"insert":", won't trigger either for the same reason"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Soulless Jailer"}},{"insert":" - The warden here checks a couple of boxes for us. First, it acts as a graveyard seal, preventing everyone from casting non-creature from their graveyard, and preventing any permanents from entering the battlefield directly from the graveyard. This mainly stops reanimation and flashback, but be on the lookout for other corner cases that this prevents. Notably, this doesn't stop players from casting "},{"attributes":{"italic":true},"insert":"creature"},{"insert":" spells from the yard with an effect like "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Retrace"},"insert":"\"Retrace\""},{"insert":". Second, Jailer prevents players from casting non-creature spells from exile. Obviously, this kneecaps impulse draw, but there are other effects that cast spells from exile like "},{"insert":{"card-link":"Gonti, Canny Acquisitor"}},{"insert":"-type theft effects, or "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Cascade"},"insert":"\"Cascade\""},{"insert":"/"},{"attributes":{"link":"https://mtg.fandom.com/wiki/Discover"},"insert":"\"Discover\""},{"insert":". And third, Jailer is kind of a unit. 0/4 is a formidable blocker and will ward off a good number of early attackers. It will die to attacks later in the game, but it keeps the chumps off of our back in the early/midgame"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Spirit of the Labyrinth"}},{"insert":" - Drawing cards is central to most game plans, so our spirit friend here doesn't see much play, but we have found an exceptional way to break parity on what is normally an incredibly oppressive effect. All of our card advantage effects, including Celeste's first triggered ability, don't actually \""},{"attributes":{"link":"https://mtg.fandom.com/wiki/Draw"},"insert":"draw"},{"insert":"\" us cards, they put cards into our hand from exile. This means that we will never run into an issue with SotL's effect unless an opponent plays an effect that makes us draw, but our opponents sure will"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Stony Silence"}},{"insert":" - This is the same exact effect as Null Rod a few cards up, so I won't explain what the effect does again. It's a brutal effect that doesn't effect us very much at all. Notably, Silence is an enchantment rather than an artifact. Which makes it susceptible to a different set of removal than the Rod. Silence also has a color where Rod doesn't which matters a little to us since we run "},{"insert":{"card-link":"Ringsight"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Torpor Orb"}},{"insert":" - This is the final ETB stifler that we're running, and it has the narrowest effect of them all. Despite being the most narrow effect, it is also the most resilient of the entire bunch. As the only ETB stifler that is "},{"attributes":{"italic":true},"insert":"not"},{"insert":" on a creature, it can stick around after a board wipe, and requires much more specific spot removal to bring it down. Additionally, it can be tutored by "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" where none of the other ETB stiflers can"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" - There are more effects that allow people to cast spells for free than you'd think. In fact, there are so many that I often realize one or two that I missed after each game where I play this confounding bauble. There's "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Cascade"},"insert":"\"Cascade\""},{"insert":"/"},{"attributes":{"link":"https://mtg.fandom.com/wiki/Discover"},"insert":"\"Discover\""},{"insert":", 0-mana spells, any of the many \"free spell\" cycles, "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Hideaway"},"insert":"\"Hideaway\""},{"insert":" cards, "},{"insert":{"card-link":"Dauthi Voidwalker"}},{"insert":", "},{"insert":{"card-link":"Isochron Scepter"}},{"insert":", "},{"insert":{"card-link":"Omniscience"}},{"insert":", "},{"insert":{"card-link":"Bolas's Citadel"}},{"insert":" , and so on and so forth. Vexing Bauble also comes with a built-in escape hatch in case an opponent's effect would allow "},{"attributes":{"italic":true},"insert":"us"},{"insert":" to play a spell for free as long as we have one mana held up"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nRemoval"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I don't think that it's controversial to say that Esper has the best removal options in the game. As such, we are spoiled for choice, so we need to lay down some guidelines for what boxes we want our removal to check so we can cut through a lot of the chaff. The first thing that we're looking for in removal is \"efficiency\". This is not a big mana deck. In fact, you may notice that this deck runs "},{"attributes":{"bold":true},"insert":"no"},{"insert":" ramp at all. I'll talk about the reason behind this choice a bit further down, but for now, suffice it to say that we need to keep our curve as low as we possibly can. The more expensive our removal is, the more mana we have to hold up for our opponents turns, and the less mana we get to spend advancing our own boardstate on our turn. As far as efficiency goes, we want to keep the mana-cost down. No removal over 3 mana, and anything over 2 mana needs to bring something special to the table. The second thing that we're looking for in removal is \"broad applicability\". In this context, \"broad applicability\" means two things: 1) It can target as many card types as possible, and 2) It can bypass indestructibility. This means that most of our removal needs to hit all nonland permanents, and needs to do something other than \"destroy\" said nonland permanents. It is also important to note that we are a bit light on \"Removal\" cards, with only nine. This is because our \"Speed Bump\" section is also a form of removal. The \"Removal\" section here is intended to catch problem permanents that have managed to slip through the net of our \"Speed Bump\" cards. As such, they can be sorted into two categories: Spot Removal and Sweepers. I'll start with the Spot Removal\n\nThe spot removal effects that I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Despark"}},{"insert":" - A solid removal spell that often gets overlooked. It's only two mana, it's instant speed, it hits any non-land permanent, and it exiles. The only drawback is that the permanent must be MV>=4, which isn't "},{"attributes":{"italic":true},"insert":"that"},{"insert":" big of a drawback. Most of the threats that we are looking to spot remove are going to be four or more mana anyway"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fracture"}},{"insert":" - This card is a slightly better "},{"insert":{"card-link":"Disenchant"}},{"insert":" thanks to tacking on \"Planeswalker\" to the card types that it can remove. In return, it "},{"attributes":{"italic":true},"insert":"does"},{"insert":" have a less flexible casting cost of WB instead of just 1W, but we're playing Commander where our mana-fixing is basically free, so a slightly more stringent casting cost is not really that large of a hurdle. You may notice that Fracture fails on two of the criteria that we laid out above: it destroys the target, and it only hits three permanent types. I added this card after playtesting a fair amount and realizing that I was struggling to deal with enchantments, so I added it as a cheap instant-speed way to deal with bothersome "},{"insert":{"card-link":"Rhystic Study"}},{"insert":"s or "},{"insert":{"card-link":"Necropotence"}},{"insert":"s or "},{"insert":{"card-link":"Grave Pact"}},{"insert":"s or what have you"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" - An absolute banger of a spot removal spell that scales well in commander since it's a 3-for-1. I've found that it is often best used to remove non-commander value-engine permanents like repeatable card draw or mana producers. These tend to be things that set your opponents back, but they don't view as absolutely pivotal to their game plan, so they are much more likely to not blow us Grasp to get them back. On the flip-side, I have found that using it to exile all three opponent's commanders is an amazing way to guarantee that it gets blown up before the next turn cycle. There is a bit of politics that can be played if you can convince your opponents to leave it alone since it will give two of "},{"attributes":{"italic":true},"insert":"their opponents"},{"insert":" back their things as well. Also note that Grasp says \""},{"attributes":{"italic":true},"insert":"up to"},{"insert":" one target non-land permanent\" so you can choose to exile nothing from an opponent if you feel bad dunking on someone who is already struggling"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Imprisoned in the Moon"}},{"insert":" - This card has a reputation for being pretty brutal, and for good reason, since it can take someone's commander out of commission without giving them the opportunity to put it back in the command zone. My thought is that as long as Wizards keep printing hard-to-interact-with, major-value-printing commanders like "},{"insert":{"card-link":"Ketramose, the New Dawn"}},{"insert":", we should have a way to answer, and what better way to do that than to send their ass to the moon? Also, don't overlook the fact that you can target someone's land if they have something that is either threatening to create a ton of value, or lock you out of the game"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Into the Flood Maw"}},{"insert":" - Bounce is an effect that people tend to look down on in Commander since you opponent still gets to cast the spell on a later turn, but I think it's criminally underrated. Being only one mana, we often come out ahead on mana. Bounce is also extra good against creatures, since the creatures will have summoning sickness again when they get redeployed, and we struggle against creatures. Remember that you don't have to gift the tapped 1/1 fish to the player whose permanent you choose to bounce"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Soul Partition"}},{"insert":" - This is one of my favorite spot removal spells in the entire game, and I think that it is incredibly slept on. For two mana, we can exile any nonland permanent at instant speed. There is no other card in the game that offers the flexibility, speed, and efficiency of Partition. As a downside, however, our opponent can still cast the exiled permanent, but said permanent costs 2 more. Obviously, this isn't "},{"attributes":{"italic":true},"insert":"good"},{"insert":" for us, but it's really not that bad. Worst case scenario, this is a two-mana bounce any nonland permanent spell that taxes that permanent when it's cast again"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Vanishing Verse"}},{"insert":" - Here we have another obscure spot removal spell. Verse checks several boxes for us: It's instant speed, It only costs two mana, and it exiles the target. The one downside is that the target permanent needs to be mono-colored. Most commanders are two or more colors, so we can't exile most people's commanders. But, I have found that Verse is best at removing people's value engines. We need to remember that colorless cards aren't considered \"monocolored\", so we can't exile an opponent's "},{"insert":{"card-link":"The One Ring"}},{"insert":", but you can totally exile their "},{"insert":{"card-link":"Rhystic Study"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe sweeper effects that I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Slaughter the Strong"}},{"insert":" - This is our first board wipe, and it's definitely the best that we are running. We really want our board wipes to be asymmetric so we can break parity with our opponents and emerge on the front foot after the wipe resolves. Slaughter allows us to break parity super easily since most of our creatures are very low power. We can keep Celeste and a clone of him, or Celeste and several support pieces. We aren't running "},{"attributes":{"italic":true},"insert":"any"},{"insert":" creatures over power 4, and the only creature over 3 power is "},{"insert":{"card-link":"Roaming Throne"}},{"insert":". Slaughter also gets around indestructible creatures since it forces your opponents to sacrifice the creature they don't choose. On top of all of that, it only costs "},{"attributes":{"bold":true},"insert":"3 mana"},{"insert":"! 3 mana is "},{"attributes":{"italic":true},"insert":"incredibly "},{"insert":"efficient for a board wipe. Most people use "},{"insert":{"card-link":"Wrath of God"}},{"insert":", or "},{"insert":{"card-link":"Damnation"}},{"insert":", or an overloaded "},{"insert":{"card-link":"Damn"}},{"insert":" as benchmarks for board wipe efficiency. So a board wipe that costs 25% less than the benchmarks "},{"attributes":{"bold":true},"insert":"and"},{"insert":" lets us come out ahead of our opponents after it resolves is absolutely cracked"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"The Battle of Bywater"}},{"insert":" - Our second board wipe is not quite as crazy as Slaughter the Strong, but it's still really good in our list. Just like with Slaughter, a mana value of 1WW is super efficient for a board wipe. There are only 4 creatures in our list that will, realistically, have a power of 3 or greater and thus be destroyed by Battle: "},{"insert":{"card-link":"Roaming Throne"}},{"insert":", "},{"insert":{"card-link":"Spirit of the Labyrinth"}},{"insert":", "},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":", and "},{"insert":{"card-link":"Spark Double"}},{"insert":". All of our other creatures/clones will survive that battle. The food tokens aren't really relevant since we will be actively trying to turn them off with any of our effects that prevent artifact abilities from being activated. The biggest downsides of Battle are that it "},{"attributes":{"bold":true},"insert":"destroys"},{"insert":" the creatures, and that it allows go-wide token strategies to emerge relatively unscathed, assuming that they haven't pumped their board yet"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nProtection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Celeste is the heart of our plan. His first ability is our main source of card advantage, and his second ability is our entire win con. This means that we are "},{"attributes":{"italic":true},"insert":"heavily"},{"insert":" relying on Celeste staying on board for multiple turns in order to advance our game plan. If our opponents realize this fact, it paints a huge target on Celeste's forehead, so we need to have some tools to combat our opponent's removal. Much like our spot removal spells, our protection spells need to be very efficient since we want to hold up the smallest amount of mana possible. So every protection spell we are running is 2 mana or less. Our protection can lazily be broken into two categories: \"Counterspells\" and \"Everything else\". I'll start with the counterspells.\n\nThe counterspells that I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"An Offer You Can't Refuse"}},{"insert":" - One-mana counterspells always come with downsides and Offer is no exception. Offer can only counter noncreature spells, but that's most of what we want to be countering anyway, so that's not much of a downside. The larger downside is the two treasures we have to give our opponent. Obviously, giving treasures to our opponents is a bad thing, but shutting down artifacts is already something that we are trying to do. Between "},{"insert":{"card-link":"Stony Silence"}},{"insert":", "},{"insert":{"card-link":"Null Rod"}},{"insert":", and "},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":", it's pretty common to have the treasures be dead before they even hit the table, effectively turning Offer into a one-mana, counter any noncreature spell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Counterspell"}},{"insert":" - This spell is the gold standard for counterspells for a good reason. Two-mana-counter-anything no questions asked with no downsides is incredibly good. It should be noted that Counterspell is our only way to counter creature spells. We can remove creatures once they're on board, but this is our "},{"attributes":{"italic":true},"insert":"only"},{"insert":" way to keep a creature from even hitting the board. BB can sometimes be a little difficult to hold up in a three-color deck, especially if we want to make a play on our turn that requires a blue pip, but our mana-fixing can help mitigate that pain as much as possible"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Dovin's Veto"}},{"insert":" - Veto is pretty similar to Counterspell. It's another two-pipped counterspell, but with one advantage and one disadvantage: It can't be countered, but it can only target noncreature spells. Only being able to counter noncreature spells is not that big of an issue. We can remove most problematic creatures with our boardwipes or spot removal. Not being able to be countered, however, is a pretty big upside. It lets you win any counterspell war, or lets you counter someone's combo piece even if they had countermagic backup ready. It also lets you get around a few handful of permanents that automatically counter spells, like "},{"insert":{"card-link":"Jin-Gitaxias, Progress Tyrant"}},{"insert":" or "},{"insert":{"card-link":"Dovescape"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Giver of Runes"}},{"insert":" - A classic and incredibly efficient protection creature. Having the ability to give Celeste protection from any color/colorless for zero mana is actually pretty big. It allows us to completely tap out on our turn to develop our board and not have to worry about holding up mana for protection for Celeste. Additionally, Giver can give Celeste protection from a color as a means of pseudo-evasion. It's not the most optimal, but if we're in a position where we have no good attacks for Celeste, it can open up an attack and get us out of a sticky situation"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"March of Swirling Mist"}},{"insert":" - In casual EDH, board wipes are always lurking around every corner and, while we could just counter a wipe, it's "},{"attributes":{"bold":true},"insert":"much"},{"insert":" better for us to turn an opponent's board wipe into an asymmetric wipe in our favor by protecting our board in response. In terms of board-wide protection spells, it's hard to get much better than Swirling Mists. For starters, it's incredibly cheap "},{"attributes":{"italic":true},"insert":"and"},{"insert":" has a flexible casting cost. Holding up just 1 blue mana and a spare blue card would let us protect two of our creatures. Also, phasing out is almost always better than being made indestructible. Some of the best board wipes in EDH get around indestructibility, like "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":", "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":", or "},{"insert":{"card-link":"Farewell"}},{"insert":", but can't do anything to phased out creatures. Finally, Swirling Mists can be used as a removal card in a pinch. You can remove a massive attacker that is coming your way, or remove a creature that is a necessary piece of an opponent's combo"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mother of Runes"}},{"insert":" - Mother functions very similarly to Giver of Runes, and is good for all of the same reasons, so I won't repeat myself here. What I will say is that Mother is slightly better than Giver since she can give herself protection, so requires your opponents to spend two spells or abilities to remove her. Additionally, it allows her to block really well by declaring her as a blocker, then giving herself protection from the color of the creature she's blocking"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" - Muddle specifies that it can only counter instants and sorceries, but most common removal is instant or sorcery based, so it does it pretty good job keeping Celeste alive. On top of being a passable defensive counterspell, it has transmute and a mana value of 2. I'll talk more about the tutor package further down, so suffice it to say that we have a pretty broad toolbox at 2 mana, so transmuting Muddle can get us basically anything we might need."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Rebuff the Wicked"}},{"insert":" - Almost all of our game plan hinges on Celeste staying on board and attacking, so keeping him safe is of the utmost import. Celeste getting hit by a "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" or a "},{"insert":{"card-link":"Path to Exile"}},{"insert":" really sets us back to the stone age, so we need to keep him alive. Rebuff is an incredibly mana efficient way to stave off the spot removal that our opponents will, inevitable, point our way. Rebuff also only specifies that the thing being targeted must be a "},{"attributes":{"italic":true},"insert":"permanent"},{"insert":", so we can use it to counter any spot removal that is intended to remove our Speed Bumps as well. On top of all of that, there are only two counterspells that can be cast with just one white mana: Rebuff and "},{"insert":{"card-link":"Mana Tithe"}},{"insert":", so it's really entertaining to watch your opponent's face when you counter their removal after you only left W up"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Skrelv, Defector Mite"}},{"insert":" - Another effect that is similar to Mother/Giver of Runes, but is certainly worse in a couple of ways. For starters, Skrelv can't block, which isn't much, but it "},{"attributes":{"italic":true},"insert":"does"},{"insert":" make a difference if we would want to chump block an important attacker. Skrelv's ability also costs W/P to activate, where Mother/Giver's abilities cost nothing. Additionally, \"hexproof from\" and \"can't be blocked by\" a chosen color is not as good as protection for a variety of reasons. Mother/Giver's ability saves Celeste from damage-based board wipes, like "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":". Mother/Giver's ability can retroactively remove auras like "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" and "},{"insert":{"card-link":"Kenrith's Transformation"}},{"insert":", or equipment like "},{"insert":{"card-link":"Bloodthirsty Blade"}},{"insert":". Mother/Giver's ability can be used after blockers have been declared in case our opponents have a combat trick. Mother/Giver's protection can't be removed by effects like "},{"insert":{"card-link":"Shadowspear"}},{"insert":" or "},{"insert":{"card-link":"Arcane Lighthouse"}},{"insert":". I could go on, but I'll spare you the time. So, if Skrelv is just the much worse version of Mother/Giver, then why are we running him? Because his ability is "},{"attributes":{"italic":true},"insert":"still"},{"insert":" really good. Dropping Skrelv on turn 1 still allows us to spend more of our mana advancing our board state after we have played Celeste since we don't have to hold up mana to save Celeste from targeted removal"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Solitary Confinement"}},{"insert":" - This deck often puts together little to no board state, so we draw attackers like a "},{"insert":{"card-link":"Birds of Paradise"}},{"insert":" draws "},{"insert":{"card-link":"Lightning Bolt"}},{"insert":"s. As such, we love pillow fort effects, and Solitary is the champion of all pillow fort effects. Right off the bat, Solitary has two really rough abilities: We have to sacrifice it on each upkeeps unless we discard a card, and we skip our draw step. Both of these together mean that we are going down 1 card each turn, so we will eventually have to sacrifice it unless we can get cards in our hand in other ways. To make up for these really rough abilities, Solitary has two "},{"attributes":{"italic":true},"insert":"absolutely cracked"},{"insert":" abilities. We have shroud, and prevent all damage that would be dealt to us. This combination of abilities stops 95% of all strategies cold until Solitary is removed"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Swan Song"}},{"insert":" - Swan Song is considered an all-star counterspell, and for good reason. At 1 mana, it's super easy to hold up in case someone tries to remove Celeste, or wipe our board. The two biggest downsides are both not much of an issue. Giving our opponent a 2/2 flier "},{"attributes":{"italic":true},"insert":"might"},{"insert":" matter if we were playing draft, but in commander, a 2/2 flier is next to nothing. And only being able to counter instants, sorceries, and enchantments means that Swan Song is pretty defensive, but that's most of the the reason we want Swan Song in the first place"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Turn Aside"}},{"insert":" - This has the exact same text as Rebuff the Wicked from up above, so I won't rehash all of the same points, but it "},{"attributes":{"italic":true},"insert":"does"},{"insert":" have a tiny amount of game play difference. Firstly, holding up B will make our opponents more wary that we might be holding a counterspell than holding up W would. And secondly, as a blue card, we can pitch Turn Aside to "},{"insert":{"card-link":"March of Swirling Mist"}},{"insert":" where we can't pitch Rebuff"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Winged Boots"}},{"insert":" - This card is "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":", but actually good. Winged Boots give us two things that "},{"attributes":{"italic":true},"insert":"really"},{"insert":" want for Celeste: evasion and protection. The flying lets us attack much more freely into our enemies without fear of dying to blocks. And, while \"ward-4\" isn't "},{"attributes":{"italic":true},"insert":"technically"},{"insert":" the same as \"hexproof\", it's functionally the same as \"hexproof\". Nobody is going to want to spend 5 mana to "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" Celeste unless we are literally about to win the game"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nEvasion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"As I said above, before the \"Protection\" category, Celeste is our main game plan, so we need to keep him safe. To get more specific, Celeste "},{"attributes":{"bold":true},"insert":"attacking"},{"insert":" "},{"attributes":{"italic":true},"insert":"and"},{"insert":" "},{"attributes":{"bold":true},"insert":"surviving "},{"insert":"is our main game plan. While having 4 toughness might be enough to keep Celeste alive when he attacks on turn 4 or 5 if you're lucky, past turn 5 we really can't count on Celeste's innate toughness to keep him alive from blockers. This is where evasion comes Evasion allows us to to not have to worry about Celeste dying to a block or a combat trick, so we can get his attack trigger each turn. Evasion also lets us better choose which opponent we are attacking, and thus, choose which opponent chooses our piles. Picture this: we're playing against a "},{"insert":{"card-link":"Brago, King Eternal"}},{"insert":", a "},{"insert":{"card-link":"Baylen, the Haymaker"}},{"insert":", and a "},{"insert":{"card-link":"Glarb, Calamity's Augur"}},{"insert":". On turn 4, we're looking at who to attack, and we have no evasion. Everybody has played their commanders, so we can't attack the Baylen or the Glarb player since we'd die to blocks. We can still attack the Brago player, but we want to find a "},{"insert":{"card-link":"Torpor Orb"}},{"insert":" effect to slow down the Brago player, and they'll never give it to us. If we had evasion, we could attack the Baylen or Glarb player, who we know would "},{"attributes":{"italic":true},"insert":"love"},{"insert":" to give us a Torpor Orb effect to slow down our mutual opponent.\n\nThe evasion effects that I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Cover of Darkness"}},{"insert":" - Cover is great for us since we can name \"Rogue\" or \"Artificer\" and that will give Fear to Celeste "},{"attributes":{"italic":true},"insert":"and"},{"insert":" all of our clones. Fear isn't perfect, since there will usually be at least one black or artifact creature on the field, but it's pretty rare that all three of our opponents will have a black or artifact creature. Note that Cover doesn't need to be played on curve. Evasion isn't normally needed until turn 5 at the earliest, so it's usually best to use that mana to their advance our board in other ways, or to hold up mana for protection or removal"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" - I mentioned Delney above as a trigger doubler, but they pull double duty by making Celeste and all copies of him unblockable by creatures with power 3 or greater. This is, obviously, really good. That means that an opponent will either need to multi-block, or have a combat trick to kill Celeste. Neither of which really happen very often in commander"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"MacCready, Lamplight Mayor"}},{"insert":" - A solid evasion granter that also doubles as a pillow-fort effect. Skulk is great for us since Celeste and all of his clones only have 2 power. So, just like Delney's effect above, it'll require our opponents to double block or have a combat trick to kill Celeste on block. Additionally, MacCready's second ability should not be underrated. a 4-point life swing is enough to deter most moderately sized creatures from swinging our way"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Reconnaissance"}},{"insert":" - While Recon doesn't quite fit into what most people would consider \"evasion\" it absolutely counts for our purposes. In fact, Recon is actually the best \"evasion\" granter in our deck. It allows us to attack into whomever we choose without having to worry about dying to blocks to get our attack triggers. Recon also allows us to give Celeste pseudo-vigilance since we can remove him from combat and untap him during the end-of-combat step, which lets us get our attack trigger off "},{"attributes":{"bold":true},"insert":"and"},{"insert":" still keep blockers in reserve. All in all, it's a ridiculously effective \"evasion\" piece that grants pseudo-vigilance, is hard to remove, "},{"attributes":{"bold":true},"insert":"and"},{"insert":" only costs W"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ringsight"}},{"insert":"/"},{"insert":{"card-link":"Sauron's Ransom"}},{"insert":" - These cards each do different non-evasion things, but they're both here in the \"evasion\" category due to the \"The Ring tempts you\" ability. The first level of \"The Ring tempts you\" requires us to select a creature to be our \"ring barer\", and the ring barer cannot be blocked by creatures with greater power than it, which is just a long-winded way of saying \"we give a creature skulk\". Obviously, we are selecting Celeste to get skulk so he can slip by blockers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Shizo, Death's Storehouse"}},{"insert":" - I talked about Shizo in the Land section, so I won't fully rehash it, but giving Celeste \"fear\" will "},{"attributes":{"italic":true},"insert":"almost"},{"insert":" always give us an unobstructed attack, and 2 mana is a very fair rate"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Skrelv, Defector Mite"}},{"insert":" - Again, I talked about Skrelv up above in the Protection section, but he does also give evasion. It's not as good as protection, since Skrelv's ability has to be used before blockers are declared, but it's still pretty good"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Winged Boots"}},{"insert":" - Ward 4 is absolutely insane, it may as well be hexproof. Ward 4 means that your opponents are going to have to pay "},{"attributes":{"italic":true},"insert":"at"},{"insert":" "},{"attributes":{"italic":true},"insert":"least"},{"insert":" 5 mana to remove Celeste, if not more. If your opponents are running more expensive removal, like "},{"insert":{"card-link":"Beast Within"}},{"insert":", "},{"insert":{"card-link":"Generous Gift"}},{"insert":", or "},{"insert":{"card-link":"Chaos Warp"}},{"insert":" then they'll have to pay "},{"attributes":{"bold":true},"insert":"7 mana"},{"insert":" to remove Celeste. It is important to note that Ward is a triggered ability that counters the spell if the cost is not paid. That means that spells that can't be countered, like "},{"insert":{"card-link":"Void Rend"}},{"insert":", or spells that can counter triggered abilities, like "},{"insert":{"card-link":"Stifle"}},{"insert":", can bypass our Ward 4"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\nTutor"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our final category is tutors. Tutors get a bad rap in EDH for being \"boring\". But, to quote one of my favorite EDH video essayists, "},{"attributes":{"link":"https://www.youtube.com/@33elk"},"insert":"3/3 Elk"},{"insert":", tutors are only as boring as you are. If you consistently tutor for the same boring combo each game, then the problem is not the tutors; the problem is the boring combo. With that quick aside over, let's talk about why "},{"attributes":{"italic":true},"insert":"we're"},{"insert":" running tutors. Tutors serve two distinct purposes in this deck: They let us find our silver bullets, and they let us scare our opponents. We'll start with the more straightforward purpose: letting us find our silver bullets. Part of the reason that stax effects are so maligned in EDH is that a single effect can absolutely hose one opponent while not hindering the other two at a. In this situation, you've actually given an advantage to the unaffected opponent(s) since you've spent mana and cards to shut down only one player. As such, we don't want to be shutting down players randomly; we want to specifically target the opponent who is the biggest problem for us. The problem with that is that there aren't that many redundant effects for some silver bullets. For example, if the current problem opponent is a "},{"insert":{"card-link":"Teysa Karlov"}},{"insert":" aristocrats combo deck, we would "},{"attributes":{"italic":true},"insert":"really"},{"insert":" like to have our "},{"insert":{"card-link":"Rest in Peace"}},{"insert":" to stop all of the death triggers, and that's the only card in our deck with that effect. We would have to have an incredible amount of draw or filtering to reliably pull a \"one-of\" effect from our deck when we needed it. This is where our tutors come into play. By running tutors that can each find as many of our silver bullets as possible, we greatly increase our odds of having the correct silver bullet when we need it. The second reason that we are running tutors is because tutors lets us leverage our opponents' fear against them. With Celeste's attack trigger, revealing a tutor and putting it in its own pile can often scare our opponents into into giving us the other two face-down cards. This is great for our card advantage since we effectively just drew two cards, and card advantage is very important for us since we're playing a control deck that's looking to fight the whole table.\n\nThe tutors that I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" - It is important for a pure tutor, like Enlightened, to be able to grab a super wide variety of cards to maximize its usefulness. Enlightened can grab "},{"insert":{"card-link":"Reconnaissance"}},{"insert":" if we need some evasion, or it can grab "},{"insert":{"card-link":"Grasp of Fate"}},{"insert":"/"},{"insert":{"card-link":"Imprisoned in the Moon"}},{"insert":" if we need to remove an opponent's threat, or it can grab "},{"insert":{"card-link":"Skrelv, Defector Mite"}},{"insert":" if we need to protect Celeste from opposing hate, or it can grab "},{"insert":{"card-link":"Solitary Confinement"}},{"insert":" if we need to buy some time against an overwhelming opposing board, or it can grab "},{"insert":{"card-link":"Roaming Throne"}},{"insert":" to help propel us into a winning state. Not to mention that Enlightened can grab 10 of our 13 speedbumps. And all three of the speed bumps that it "},{"attributes":{"italic":true},"insert":"can't"},{"insert":" grab have duplicates that it can grab (as long as you don't need to turn off artifact ETBs with "},{"insert":{"card-link":"Doorkeeper Thrull"}},{"insert":" or planeswalker activated abilities with "},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":")"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" - This is a sleeper powerhouse. Not only is it a pretty usable protective counterspell, but it can also grab us a good spread of useful cards. It can grab "},{"insert":{"card-link":"Cover of Darkness"}},{"insert":"/"},{"insert":{"card-link":"MacCready, Lamplight Mayor"}},{"insert":" if we need evasion, or it can grab "},{"insert":{"card-link":"Dawn's Truce"}},{"insert":" if we need to protect our board, or it can grab "},{"insert":{"card-link":"Despark"}},{"insert":"/"},{"insert":{"card-link":"Fracture"}},{"insert":"/"},{"insert":{"card-link":"Soul Partition"}},{"insert":"/"},{"insert":{"card-link":"Vanishing Verse"}},{"insert":" if we need to remove an opponents threat, or, since MDFCs are considered spells while in your library, it can grab "},{"insert":{"card-link":"Razorgrass Ambush // Razorgrass Field"}},{"insert":" or "},{"insert":{"card-link":"Sejiri Shelter // Sejiri Glacier"}},{"insert":" if we need to hit our land drop in a pinch. Additionally, the vast majority of our speedbumps are 2 mana, so we can grab all but 3 of them"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" - Another pure tutor, so we need to make sure that it provides us a veritable toolbox full of tutor targets. The majority of our protection and removal is instant speed, so we can grab it with Mystical. "},{"insert":{"card-link":"Counterspell"}},{"insert":" acts as both a protection spell, and a removal spell if our opponents try to advance their board in a scary way. "},{"insert":{"card-link":"March of Swirling Mist"}},{"insert":" can phase out all of our creatures to protect them from a "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":". "},{"insert":{"card-link":"Slaughter the Strong"}},{"insert":" can put the brakes on an opponent who is over-committing to the board. "},{"insert":{"card-link":"Soul Partition"}},{"insert":" can hit an opponent's key combo piece or value engine at the most opportune time. Beyond just protection and removal, Mystical can find either "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" or "},{"insert":{"card-link":"Quantum Misalignment"}},{"insert":" if the game is currently in a stable state and we're looking to put some pressure on our opponents life total. We can also grab 6 of our 9 MDFC lands, which includes at least one bolt land of each color if we "},{"attributes":{"italic":true},"insert":"really"},{"insert":" need to guarantee that we get an untapped mana of a specific color. Additionally, our other tutors are also instants/sorceries. So, in a pinch, we can tutor for another tutor, which can find us the card that we "},{"attributes":{"italic":true},"insert":"actually"},{"insert":" want"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ringsight"}},{"insert":" - With Celeste in play, this card is awesome. It lets us tutor any card, that isn't colorless, to our hand. Additionally, it lets us choose Celeste as our Ring-bearer, giving them skulk. There are a couple of important things to note, however. The first is that colorless do not have a color at all and, thusly, cannot share a color with a legendary creature that we control. This means that some of our speedbumps cannot be tutored for like "},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" or "},{"insert":{"card-link":"Damping Sphere"}},{"insert":". We can still tutor for our MDFC lands, however, since they are considered to be their front side while in our library and their front sides have one or more colors. The second is that casting this spell makes Celeste an even juicier target for our opponents to remove since, if we have no other legendary creatures, the Ringsight would fizzle if Celeste were removed after we put it on the stack, effectively hitting us with a 2-for-1. With that in mind, we should be very wary of casting Ringsight without some form of protection for Celeste"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Vampiric Tutor"}},{"insert":" - Our third and final card from the "},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Acycle-1mv-tutor&unique=cards&utm_source=tagger"},"insert":"1-mana tutor cycle"},{"insert":" and it's a banger. Obviously, this is one of the best tutors in the game and for good reason. For 1 mana and two life and at instant speed, we can pick any card from our library to be our next draw. We can pick the perfect silver bullet to kneecap the current threat, or the perfect piece of protection if we're the threat. Vampiric is an amazing card, but you already knew that"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Waterlogged Teachings // Inundated Archive"}},{"insert":" - As a tutor, Waterlogged is pretty overcosted, but remember that the floor of this tutor isn't an expensive tutor that can only grab instants and flash cards, the floor of this tutor is a tapped land. Focusing on the front-side, let's look at what we can grab with Waterlogged. Much of our interaction is in the form of instants, so we can grab counterspells, or targeted removal, or protection. Of course, we also have Vampiric Tutor, so we can always grab that if we really need to find a card that isn't an instant or flash. It is important to note that we do have a single flash creature in the form of "},{"insert":{"card-link":"Doorkeeper Thrull"}},{"insert":" and, since Waterlogged is an instant that tutors to hand, we can search it up and then cast it in response to our opponents casting a creature or artifact that would have a devastating ETB effect. It may not be very mana efficient, but it's worth it to save us from a "},{"insert":{"card-link":"Moonshaker Cavalry"}},{"insert":" on a wide board"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nNonbos"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our speed bumps are fantastic ways to slow down our opponents and give our gameplay the time it needs to develop properly. The majority of the speed bumps that we are running are symmetrical, since asymmetric versions of speed bumps cost much more mana. This means that they effect our opponents "},{"attributes":{"italic":true},"insert":"in addition"},{"insert":" to us. Even though these effects are symmetrical, we still get to break parity since we know which speed bumps we are playing, and can select our 99 accordingly. For example, you may notice that "},{"insert":{"card-link":"Atris, Oracle of Half-Truths"}},{"insert":" is an additional group effect that we could be running. A group effect that also comes with a blocker sounds like a good deal, until you realize that the group effect is in the form of an ETB ability and we are running 3 different symmetrical ETB stopping cards. With a torpor orb in play, Atris is just a 3/2 with menace for 2UB; an absolutely terrible card. This is an example of an \"anti-combo\" or a \"nonbo\" if you will. I've constructed this deck to try to severly limit the number of nonbos that exist for us, but some cards are powerful enough to warrant a spot in the list even if they "},{"attributes":{"italic":true},"insert":"are"},{"insert":" part of a nonbo. That being said, it is still good to be aware of the few nonbos that "},{"attributes":{"italic":true},"insert":"do"},{"insert":" exist so you can play around them accordingly\n\nThe Nonbos that I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Torpor Orb"}},{"insert":"/"},{"insert":{"card-link":"Hushbringer"}},{"insert":"/"},{"insert":{"card-link":"Doorkeeper Thrull"}},{"insert":" + "},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":"/"},{"insert":{"card-link":"Hydroelectric Specimen // Hydroelectric Laboratory"}},{"insert":": This one is pretty straight forward. The three cards on the left stop ETBs, and the two cards on the right have ETB abilities. Luckily for us, both of the cards on the right and MDFC lands, so we can just play them as a land if we have an ETB effect on board"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":"/"},{"insert":{"card-link":"Null Rod"}},{"insert":"/"},{"insert":{"card-link":"Stony Silence"}},{"insert":" + "},{"insert":{"card-link":"Peter Parker's Camera"}},{"insert":"/"},{"insert":{"card-link":"Skrelv, Defector Mite"}},{"insert":"/"},{"insert":{"card-link":"Vexing Bauble"}},{"insert":"/"},{"insert":{"card-link":"Winged Boots"}},{"insert":": Also pretty self-explanatory, so long as you remember that Skrelv is an artifact creature, so they get dinged here too. For Winged Boots, just remember that only the equip ability is an activated ability; once the boots are equipped, they don't fall off if you play one of the three cards on the left"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cursed Totem"}},{"insert":"/"},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":" + "},{"insert":{"card-link":"Skrelv, Defector Mite"}},{"insert":"/"},{"insert":{"card-link":"Mother of Runes"}},{"insert":"/"},{"insert":{"card-link":"Giver of Runes"}},{"insert":": These are the only creatures that have activated abilities in the list, but their abilities are very powerful, and always a bummer to have to turn off with on of the cards on the right"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" \n"}]}
Commander
The Celestial Toymaker
Whenever The Celestial Toymaker attacks, look at the top three cards of your library. Exile any number of them in a face-down pile and the rest in a face-up pile. Defending player chooses one of those piles. Put that pile into your hand.
At the beginning of each end step, each opponent loses 2 life for each spell or ability that caused one or more players to guess or to group cards or permanents into a pile this turn.
At the beginning of each end step, each opponent loses 2 life for each spell or ability that caused one or more players to guess or to group cards or permanents into a pile this turn.
Legendary Creature - Artificer Rogue

Commander
(CTRL to add secondary)
Clone
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

Quantum Misalignment
Create a token that's a copy of target creature you control, except it isn't legendary.
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.)
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.)
Sorcery

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

Clone
(CTRL to add secondary)
Evasion
MacCready, Lamplight Mayor
Whenever a creature you control with power 2 or less attacks, it gains skulk until end of turn. (It can't be blocked by creatures with greater power.)
Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.
Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.
Legendary Creature - Human Advisor

Evasion
(CTRL to add secondary)
Group-Or-Guess
Gollum, Scheming Guide
Whenever Gollum attacks, look at the top two cards of your library, put them back in any order, then choose land or nonland. An opponent guesses whether the top card of your library is the chosen kind. Reveal that card. If they guessed right, remove Gollum from combat. Otherwise, you draw a card and Gollum can't be blocked this turn.
Legendary Creature - Horror Halfling

Group-Or-Guess
(CTRL to add secondary)
Mana-Producing Land
Mana-Producing Land
(CTRL to add secondary)
Protection
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

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

Skrelv, Defector Mite
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Skrelv can't block.
, : Choose a color. Another target creature you control gains toxic 1 and hexproof from that color until end of turn. It can't be blocked by creatures of that color this turn. ( can be paid with either or 2 life.)
Skrelv can't block.
, : Choose a color. Another target creature you control gains toxic 1 and hexproof from that color until end of turn. It can't be blocked by creatures of that color this turn. ( can be paid with either or 2 life.)
Legendary Creature Artifact - Phyrexian Mite

Protection
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Removal
Into the Flood Maw
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant

Removal
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Speed Bump
Speed Bump
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Trigger Doubler
Mirror Room
When you unlock this door, create a token that's a copy of target creature you control, except it's a Reflection in addition to its other creature types.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Trigger Doubler
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Tutor
Tutor
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Maybeboard
Adric, Mathematical Genius
, : Copy target activated or triggered ability you control. You may choose new targets for the copy.
Ultimate Sacrifice — , Sacrifice Adric: Counter target activated or triggered ability.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Ultimate Sacrifice — , Sacrifice Adric: Counter target activated or triggered ability.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature - Human Artificer

Delay
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant

Hostile Negotiations
Exile the top three cards of your library in a face-down pile, then exile the top three cards of your library in another face-down pile. Look at the cards in each pile, then turn a pile of your choice face up. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. You lose 3 life.
Instant

Jace, Architect of Thought
+1: Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn.
−2: Reveal the top three cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other on the bottom of your library in any order.
−8: For each player, search that player's library for a nonland card and exile it, then that player shuffles. You may cast those cards without paying their mana costs.
−2: Reveal the top three cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other on the bottom of your library in any order.
−8: For each player, search that player's library for a nonland card and exile it, then that player shuffles. You may cast those cards without paying their mana costs.
Legendary Planeswalker - Jace

Lithoform Engine
, : Copy target activated or triggered ability you control. You may choose new targets for the copy.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
, : Copy target permanent spell you control. (The copy becomes a token.)
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
, : Copy target permanent spell you control. (The copy becomes a token.)
Legendary Artifact

Parting Gust
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Instant

Phyrexian Portal
: If your library has ten or more cards in it, target opponent looks at the top ten cards of your library and separates them into two face-down piles. Exile one of those piles. Search the other pile for a card, put it into your hand, then shuffle the rest of that pile into your library.
Artifact

Sphinx of Clear Skies
Flying, ward
Domain — Whenever this creature deals combat damage to a player, reveal the top X cards of your library, where X is the number of basic land types among lands you control. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. (Piles can be empty.)
Domain — Whenever this creature deals combat damage to a player, reveal the top X cards of your library, where X is the number of basic land types among lands you control. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. (Piles can be empty.)
Creature - Sphinx

Starfall Invocation
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Sorcery

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

The Seventh Doctor
Whenever The Seventh Doctor attacks, choose a card in your hand. Defending player guesses whether that card's mana value is greater than the number of artifacts you control. If they guessed wrong, you may cast it without paying its mana cost. If you don't cast a spell this way, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Legendary Creature - Doctor Time Lord

The Toymaker's Trap
At the beginning of your upkeep, secretly choose a number between 1 and 5 that hasn't been chosen. If you do, an opponent guesses which number you chose, then you reveal the number you chose. If they guessed wrong, they lose life equal to the number they guessed and you draw a card. If they guessed right, sacrifice this enchantment.
Enchantment

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

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"A Game Within A Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Neil Patrick Harris, er... The Celestial Toymaker is a phenomenal commander that has a play pattern like no other, makes great use of under-utilized cards, and is an absolute unit for only 3 mana. So if you've ever wished that you could play a mini-game while playing commander, or relish in watching your opponents go \"Wait, you commander does what?!?\" Then look no further than this giggly boi. I will admit, I used to be a Doctor Who fan, but I stopped watching right around Peter Capaldi. So color me surprised when I saw that Neil Patrick Harris was going to be getting his very own magic card. I don't know anything about the lore of The Celestial Toymaker, and the Wikipedia page is entirely too long to read. But lore doesn't matter anyway, this is Magic in the modern age!\n\nSo, What's The Game Plan?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our boy Celeste is an absolute house. He comes jam packed with two separate and synergistic triggered abilities. The first is an attack trigger that lets you take the top three cards from your library, sort them into a face-up pile and a face-down pile, and have the defending opponent choose one for you to put into your hand, and the other to go to exile. The second is an end step trigger that drains each opponent for 2 for each effect that \"caused one or more players to guess or to group cards or permanents into a pile this turn.\" Obviously, Celeste's attack trigger "},{"attributes":{"bold":true},"insert":"is"},{"insert":" an effect that causes one player (you) to group cards into a pile. This means that he is gives you card advantage "},{"attributes":{"italic":true},"insert":"and"},{"insert":" drains your opponents for 3 mana. This. Guy. Is. Cracked. So how do we win with Celeste? We play to maximize the 2-HP drain using effect multipliers in the form of clones, trigger copiers, and drain increasers. We also run a slate of \"group or guess\" effects that also proc Celeste's end step trigger. Our strategy is not the quickest, so we have some symmetric stax effects to slow our opponents down, and plenty of protection and evasion for when they realize that Celeste is busted.\n\nEffect Multipliers"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our effect multipliers come in the form of clones, trigger copiers, and drain increasers. We'll start by looking at clones. \n\nClones"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Clones are an especially powerful way for us to to increase our drain damage for two reasons. One, Celeste's attack trigger is really good. It effectively lets us draw 1-2 cards per attack, so more of Celeste's attack triggers means more cards. And two, since Celeste has two triggered abilities, one that feeds into the other, our drain damage increases "},{"attributes":{"bold":true},"insert":"exponentially"},{"insert":" with our number of Celestes. If one Celeste attacks, that's one group-or-guess, so we drain for 2 on end step. If two Celestes attack, that's two group-or-guesses, so "},{"attributes":{"bold":true},"insert":"each"},{"insert":" Celeste drains for 4, which is a total of 8. Three Celestes is 18, four Celestes is 32, and so on. And that's the power of exponential growth, baby! It "},{"attributes":{"italic":true},"insert":"is"},{"insert":" important to remember that, obviously, our commander is legendary. So, due to "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Legendary/Legend_rule"},"insert":"the legend rule"},{"insert":", we need very specific cards that will allow us to create non-legendary copies of our commander. At the time of writing, there are only "},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Acopy-legendary+f%3Ac+id%3Aesper&unique=cards&as=grid&order=edhrec"},"insert":"14 cards"},{"insert":" in our colors that allow us to create copies of legendary creatures. So lets talk about the ones I'm running and the ones I'm not\n\nThe clones I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Spark Double"}},{"insert":" - There's not much to say here. This card is good. It gives us a copy of our commander "},{"attributes":{"bold":true},"insert":"and"},{"insert":" gives the copy a +1/+1 counter, which will make the copy slightly more likely to survive a block. There's also possibly a weird edge case where you'd want to create a copy of Jace, Architect of Thought. I've never done it, but that doesn't mean there's not a scenario where it would make sense."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Helm of the Host"}},{"insert":" - This card is better the lower the power-level you're playing in. It's 4 mana to play, then 5 mana to equip, for a total of 9 mana before it does anything. 9 mana is obviously really steep, which is why it's better in lower power levels, but if you can get multiple combats off with this thing attached to Celeste, you'll easily walk away with the game. It is important to note that this effect gives the clone haste, so it's the only clone effect that allows the clone to attack the same turn it was created. It's also important to note that the creation of the clone is a triggered ability, which can be doubled with our trigger copiers that we'll talk about a bit further down"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" - This card is very similar to Spark Double, but different in two ways: It's a sorcery that creates a token instead of a creature, and the copy gains flying instead of a +1/+1 counter. The first is a slight difference that opens you up to a different variety of counter spells, and things that affect token v.s. creature differently. The second gives the copy evasion over a +1/+1 counter which, I would argue, is better. Dying to a block is one of Celeste's biggest weaknesses. Giving the copy flying lets you avoid much of that."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Quantum Misalignment"}},{"insert":" - This card is our gold standard. For one mana more than Spark Double or Irenicus's Vile Duplication, we get to create a copy. But unlike those two, our cookie is not that the copy gets a +1/+1 or flying. It's that we get to create "},{"attributes":{"bold":true},"insert":"a second copy"},{"insert":" at the beginning of our next upkeep. This card is amazing, and it makes sense that the best copy card for our Doctor Who commander is a Doctor Who card. Also note that the keyword \"Rebound\" "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Rebound"},"insert":"creates a delayed "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Rebound","italic":true},"insert":"triggered ability"},{"attributes":{"italic":true},"insert":" "},{"insert":"for our next upkeep that can be copied with some of our copy triggered ability cards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sakashima of a Thousand Faces"}},{"insert":" - This guy is basically just Spark Double, but without the +1/+1 counter. The lack of counter doesn't really make that much of a difference. In fact, it might actually be a positive in some niche scenarios I'll go over later. I will say, at the time of writing this, Thousand Faces is almost the most expensive card in the deck, and he's really just another clone for Celeste. If you're looking to cut cards for budget reasons, I'd start here."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sakashima the Impostor"}},{"insert":" - There are three important differences to note between The Imposter and Thousand Faces. The first is probably pretty obvious, but 2UU is a more difficult casting cost that 3U, so that makes this version slightly worse. Second is that The Imposter can enter as a copy of a creature another player controls, not just your own creatures. 95% of the time, we'll choose to have The Imposter enter as a copy of Celeste, but we do have the"},{"attributes":{"italic":true},"insert":" option"},{"insert":" to choose something else. And the third difference is that you can pay 2UU to return The Imposter to your hand at the end of the turn. This is pretty expensive for not much value, but it does let you recast The Imposter and choose to have it become a copy of a different creature on the battlefield. It's not likely to be useful, but we always want to keep all of out option open."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThis brings us to the end of the list of clone spells that I'm running. So let's dive into some of the one's I'm not running, and I'll talk a bit about why I decided that they didn't quite make the cut\n\nThe clones I'm not running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Auton Soldier"}},{"insert":" - Remember, the keyword \"Myriad\" means that you create a token that is "},{"attributes":{"italic":true},"insert":"\""},{"insert":"tapped and attacking"},{"attributes":{"italic":true},"insert":"\" "},{"insert":"each non-defending player, then exile the tokens at the end of combat. "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Declare_attackers_step"},"insert":"508.3a"},{"insert":" states that \"[Attack triggers] won’t trigger if a creature is put onto the battlefield attacking.\" So we won't get Celeste's attack trigger from the myriad copies and the copies don't even stick around until the end step for us to get their second triggered ability. So this card is just an over-costed copy creature with no upside."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Nanogene Conversion"}},{"insert":" - This card is really interesting. Like I said before, our drain damage increases exponentially with the number of Celestes we have. So 5 Celestes attacking and living to the end step would drain our opponents of 50 life. Which would be enough to take the win in most cases. The thing is that your opponents creatures also get turned into Celestes, so they could double block and kill our copies unless we have a way to give them protection or evasion. It could be cool, or it could get your creatures killed. One day I'll give it a try. But for now, I think it's too risky and I don't run it"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"link":"https://scryfall.com/search?q=%22Ratadrabik+of+Urborg%22+OR++%22Storm+of+Saruman%22++OR++%22Vesuvan+Duplimancy%22++OR++%22Lazav%2C+Dimir+Mastermind%22+OR+%22Lazav%2C+the+Multifarious%22+OR+%22Hall+of+Mirrors%22&unique=cards&as=grid&order=edhrec"},"insert":"The remaining 6"},{"insert":" are pretty self explanatory. They don't really fit our play pattern enough to make sense"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nTrigger Copiers"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Another way for us to squeeze more value out of Celeste is by using trigger copiers. Both of Celeste's abilities are triggered abilities. The first is triggered on attack, and the second is triggered at the beginning of the end step. This means that we're looking specifically for effects that can copy "},{"attributes":{"italic":true},"insert":"triggered"},{"insert":" abilities. There are "},{"attributes":{"link":"https://scryfall.com/search?q=%28otag%3Acopy-ability+OR+otag%3Atrigger-doubler%29+id%3Aesper+f%3Ac+o%3Atrigger&unique=cards&as=grid&order=edhrec"},"insert":"21 cards"},{"insert":" that double or copy triggered abilities in esper. So, again, I'll talk about the ones I'm running, then talk about the ones I'm not\n\nThe trigger copiers I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Strionic Resonator"}},{"insert":" - This one is very efficient. It comes down before Celeste and is colorless? *chef's kiss* Strionic Resonator also doesn't specify that the target trigger ability must be from a permanent that you control, so you can get a bit more creative with which triggers you're copying."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" - Delney was basically made for our deck. Delney doubles both of Celeste's triggers "},{"attributes":{"bold":true},"insert":"and"},{"insert":" gives him evasion, all for the low low cost of 2W. I wish they didn't have the same mana value as our commander, but you know what they say about inspecting the dental work of equestrians."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mirror Room // Fractured Realm"}},{"insert":" - We mainly cast this with Fractured Realm unlocked. It is quite expensive at 5UU, but it doubles the triggered abilities of "},{"attributes":{"bold":true},"insert":"all"},{"insert":" of our permanents, and "},{"attributes":{"italic":true},"insert":"do"},{"insert":" we have some juicy triggered abilities of permanents that "},{"attributes":{"italic":true},"insert":"aren't"},{"insert":" on Celeste. Additionally, it's not inconceivable that we'd want to unlock the Mirror Room side. If we have "},{"insert":{"card-link":"Sakashima of a Thousand Faces"}},{"insert":", we can make a copy of them. Additionally, if we've already made a copy of Celeste that is "},{"attributes":{"bold":true},"insert":"not"},{"insert":" legendary with some of our other clone effect, we could create a copy of "},{"attributes":{"italic":true},"insert":"that"},{"insert":" token."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Roaming Throne"}},{"insert":" - Most people would look at this card and see a typal powerhouse, but we look past the surface and see the true potential of this card. We're looking to double the triggers of Celeste, so when Roaming Throne enters, we'll want to pick either \"Rogue\" or \"Artificer\". At present, there are no other creatures in this deck that have either creature type, so it doesn't really matter which one we choose. Roaming Throne also comes with a 4/4 body, which is not nothing in deterring attackers. It also protects itself with ward-2, and making "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" cost 2W is pretty back-breaking."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThose are the trigger copiers that I deem worthy, so let's look at the others that weren't quite up to snuff\n\nThe trigger copiers I'm not running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Lithoform Engine"}},{"insert":" - This card is really cool but, unfortunately, it's just too expensive. Lithoform Engine is just Strionic Resonator with extra steps. It costs 2 more than Strionic Resonator and does "},{"attributes":{"italic":true},"insert":"basically"},{"insert":" the same thing. The first ability is exactly the same. The second and third abilities are cool, but really break the bank. They both target "},{"attributes":{"bold":true},"insert":"spells"},{"insert":", so that means you need to be paying the 3 or 4 mana "},{"attributes":{"bold":true},"insert":"on top"},{"insert":" of the cost of the spell you are casting. A second copy of Quantum Misalignment does sound awesome, but 6UU is really steep after you've already spent 4 to play this artifact. If your pod consistently makes it to turn 10 and beyond and you need a way to close the game out, then I'd say add Lithoform Engine to your list"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Virtue of Knowledge // Vantress Visions"}},{"insert":" - We are never going to cast this as Virtue of Knowledge because we have no ETBs to trigger. And a single instant that copies one trigger really isn't worth our time"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Adric, Mathematical Genius"}},{"insert":" - This guy is Strionic Resonator but worse in every way. He has a less flexible casting cost. He has a less flexible and more expensive trigger doubling ability. And he's a frail body that dies to any errant ping damage. He does have an interesting sac effect that lets you stifle an ability, but that's not enough to outweigh his major downsides"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"link":"https://scryfall.com/search?q=%22Clara+Oswald%22+OR+%22Panoptic+Projektor%22+OR+%22Dungeon+Delver%22+OR+%22Naban%2C+Dean+of+Iteration%22+OR+%22Hama+Pashar%2C+Ruin+Seeker%22+OR+%22Abstruse+Archaic%22+OR+%22The+Peregrine+Dynamo%22+OR+%22Aboleth+Spawn%22+OR+%22Echoes+of+Eternity%22+OR+%22Gandalf+the+White%22+OR+%22Drivnod%2C+Carnage+Dominus%22+OR+%22Teysa+Karlov%22+OR+%22Elesh+Norn%2C+Mother+of+Machines%22+OR+%22Panharmonicon%22&unique=cards&as=grid&order=edhrec"},"insert":"The remaining 14"},{"insert":" are not really what we're looking for. Most of them double ETBs or death triggers, which really aren't our style"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nDrain Increasers"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The last way we have to get the most out of Celeste's triggered abilities is with drain increasers. This is certainly the slimmest of the three effect multipliers that we employ, but they should not be overlooked. Scryfall has "},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Adamage-multiplier+id%3Aesper+f%3Ac&unique=cards&as=grid&order=edhrec"},"insert":"6 cards"},{"insert":" tagged as \"damage-multiplier\" that are legal in esper, so let's look at which are worthy, and which aren't\n\nThe drain increasers I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Bloodletter of Aclazotz"}},{"insert":" - This is the \"hardest\" spell in our deck to cast, but the juice is certainly worth the squeeze. 1BBB may only be a mana value of 4, but trying to get 3 black mana is not the easiest for our relatively budget mana-base. We likely won't be casting Bloodletter on curve, but that's okay because this unit still pulls their weight well after turn 4. Due to Celeste's abilities, most of our drain damage will be coming on our own end step, so Bloodletter will double that for us."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Wound Reflection"}},{"insert":" - You may be tempted to think that this card is just Bloodletter but a lot more expensive for only a little better... And you'd be right. But I'd argue that that's not as bad as it sounds. For starters, while 5B may be 2 mana more than 1BBB, the reduction of BB should not be understated. Wound Reflection is actually easier to cast that Bloodletter. Additionally, we do have effects that drain our opponents on "},{"attributes":{"italic":true},"insert":"other"},{"insert":" player's end steps too, we just haven't gotten there yet. So the ability to increase damage on other player's turns is still useful. Finally, we're not the only play in the game that's going to be dealing damage. If player 2 lightning bolts player 3 in the face, that damage will be doubled too."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Bloodchief Ascension"}},{"insert":" - So, this card isn't tagged as a \"damage-multiplier\" in Scryfall, but hear me out. A \"damage multiplier\" is something that takes damage and turns it into more damage and, when you boil it down, that's really what this card is doing. It's just a little bit delayed, that's all. When this card is out, we want to get it to three quest counters as quick as we can. We can do this by using our instant-speed \"group-or-guess\" effects on our opponent's turns so that Celeste drains them on their endsteps. Also remember that this card doesn't care who does the damage as long as an opponents loses 2 or more life. So make sure that you keep track of the damage that your opponents are dealing to each other as well"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAnd that's all she wrote for drain increasers. I wish there were more cards in this category, but Wizards seems to have decided that damage increasing is really more of a red thing. But, Bloodletter was first printed in LCI in 2023, so it's not impossible that some more esper damage increasers will come eventually. I'll keep my eye on it. Anyway here's the one's I'm not running\n\nThe drain increasers I'm not running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Astarion, the Decadent"}},{"insert":" - We really only care for Astation's \"Feed\" ability, which is just a much worse version of Wound Reflection. We really don't have enough life-gain to entertain the idea of making use of his \"Friends\" ability. So Astarion just ends up being a worse, harder to cast copy of Wound Reflection"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Inquisitor's Flail"}},{"insert":" - This card is so not for us. It doubles combat damage dealt by "},{"attributes":{"bold":true},"insert":"and "},{"insert":"to the equipped creature??? Don't let me yuck on your yum, but we clearly aren't the intended audience"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Warlock Class"}},{"insert":" - The only part of this card that we care about is the level three ability, so this just ends up being a waaaay worse version of Bloodletter. You thought 1BBB was hard to cast? Try 7BBB. I know that it can be leveled up incrementally and that the level 1 and 2 abilities give us "},{"attributes":{"italic":true},"insert":"something, "},{"insert":"but it's really just not enough to make this card viable"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Final Punishment"}},{"insert":" - This card could "},{"attributes":{"italic":true},"insert":"maybe"},{"insert":" be viable as a finisher if you really needed to take one specific enemy out if it were an instant, but it's a sorcery. That means that we can't cast it during our end step to double the damage we get from Celeste's second triggered ability, and that's a large portion of our damage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSo those are the effect multipliers that I run. It should be noted that, because all of these effects are multiplicative, they stack "},{"attributes":{"bold":true},"insert":"exponentially"},{"insert":" with each other. One clone, one trigger doubler, and one drain increaser will usually be enough to win you the game. You could play "},{"insert":{"card-link":"The Celestial Toymaker"}},{"insert":" on 3, "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" on 4, "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" on 5, and "},{"insert":{"card-link":"Bloodletter of Aclazotz"}},{"insert":" on 6, which would allow you to swing with Celeste, and Vile Duplication, and drain your opponents for 64 life during your end step! And that doesn't even account for the drain damage you would be able to do on earlier turns. This may seem like a best-case scenario, but it doesn't require any mana rocks. It doesn't require you to play anything on 1 or 2. It doesn't even require you to hit your land drop each turn. Technically, the best case scenario, without Sol Ring, would be "},{"insert":{"card-link":"Mother of Runes"}},{"insert":"/"},{"insert":{"card-link":"Giver of Runes"}},{"insert":" on 1, "},{"insert":{"card-link":"Strionic Resonator"}},{"insert":" on 2, "},{"insert":{"card-link":"The Celestial Toymaker"}},{"insert":" on 3, "},{"insert":{"card-link":"Roaming Throne"}},{"insert":" on 4, "},{"insert":{"card-link":"Quantum Misalignment"}},{"insert":" on 5, and "},{"insert":{"card-link":"Bloodletter of Aclazotz"}},{"insert":" on 6, which would allow you to attack with Celeste, and the first copy from Quantum, using our two unspent mana to tap Strionic and copy one of the attack triggers, and drain your opponents for 120 life during your end step, all while having the protection of Mother/Giver. This does require hitting a land drop each turn, but that's not too hard with Celeste's first ability..\n\nOther Group-Or-Guess Effects"},{"attributes":{"header":2},"insert":"\n"},{"insert":"While Celeste's attack trigger is a very powerful, and repeatable, group-or-guess ability, it is far from the only one in the game that we can take advantage of. Scryfall tells us that there are "},{"attributes":{"link":"https://scryfall.com/search?q=f%3Ac+id%3Aesper+o%3A%2F%5Cbpile%5Cb%7C%5Cbguess%5Cb%7C%5Cbguesses%5Cb%7C%5Cbpiles%5Cb%2F+-%22The+Celestial+Toymaker%22&unique=cards&as=grid&order=edhrec"},"insert":"33 other cards"},{"insert":" that have the words \"pile(s)\" or \"guess(es)\", and I'm running 12 of them. Obviously, there are two clear categories of group-or-guess effects: effects that make someone group cards, and effects that make someone guess cards. I'll first take a look at effects that make someone group cards, since it's the more common effect. Then I'll go onto the rarer category of guess effects. By now you should understand the format, I'll talk about the effects that I'm running, then the effects that I'm not.\n\nThe group effect cards I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Do or Die"}},{"insert":" - Every deck needs to eat its deck building vegetables, and removal is one of those vegetables. So it's always great when you can find a way to combine your deck building vegetables with your deck's core plan. Do or Die is a great example of this. While it's not perfect removal, it can remove half of an opponent's board. Which, for 1B, is a pretty solid effect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Epiphany at the Drownyard"}},{"insert":" - This is the only x-cost card that we have in the deck. Remember that "},{"attributes":{"link":"https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=409802"},"insert":"piles can always be empty"},{"insert":". Obviously, your opponent would choose for you to put the empty pile into your hand, but it still counts as a group-or-guess effect if you really need Celeste's second ability to trigger for cheap. Drownyard may initially look like a worse Fact or Fiction since you have to pay 1 more if you want to reveal the same number of initial cards. But, I'd argue that it's actually better for two reasons. The first is the flexibility that the x-cost gives. It allows us to trigger Celeste's second ability for cheap if we want, or gives us a late game mana-sink to get a bunch more gas. The second is that it puts us in the driver's seat first. We get to group the cards the way we want first, "},{"attributes":{"italic":true},"insert":"then"},{"insert":" our opponent chooses from the options we've given them."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fight or Flight"}},{"insert":" - This card was made for us. One of the weaknesses of this deck is its small board-presence. We want to be turning Celeste sideways each turn for his juicy attack trigger, and we don't really have many bodies to block attacks that come our way. Fight or Flight lets us limit which creatures our opponents could even swing our way. It also triggers on "},{"attributes":{"bold":true},"insert":"each"},{"insert":" opponent's combat phase, so with Celeste out, we will be draining our opponents for 6 each turn cycle without having to pay anything other than the measly 3W to cast this bad boy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sauron's Ransom"}},{"insert":" - Another card that serves two purposes for us. The card gives us a taste of our medicine a bit. An opponent groups the top 4 cards into a face up and face down pile. Then we choose one and put it into our hand, then the other goes to the yard. I very much dislike how powerless we are in this situation. Our opponent gets to choose the piles "},{"attributes":{"bold":true},"insert":"and"},{"insert":" which one is face up and face down. This is not the direction that the power dynamic is supposed to be. But it is only 3 mana, so the rate is pretty good. Additionally, the second effect is exactly what we want for Celeste. If we choose Celeste as our ring-barer, it effectively gives him \"skulk\", meaning that he cannot be blocked by creatures with 3 or greater power, allowing him to attack more freely."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Hostile Negotiations"}},{"insert":" - This is our most reliable \"group\" card. We are guaranteed to get 3 cards every time, which is not bad for 4 mana (and 3 life). Negotiations puts us in the driver's seat, which we love, but in a slightly different way than our other \"group\" effects. Which cards are in each pile is determined by fate, then we decide which pile is face up, then an opponent chooses which one pile to put into your hand, and the other to go to the yard."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Make an Example"}},{"insert":" - Just like \"Do or Die\", this card gives us removal "},{"attributes":{"bold":true},"insert":"and"},{"insert":" a group effect. Unlike \"Do or Die\", however, we get to force "},{"attributes":{"bold":true},"insert":"all"},{"insert":" of our opponents to sacrifice half of their board. We also get to be in the driver's seat first, unlike \"Do or Die\" It's double the mana for 3-times the value (assuming a 4 person pod)! It is important to note that, while we are having 3 different players group their cards, this still only counts as "},{"attributes":{"bold":true},"insert":"1"},{"insert":" effect for Celeste's second ability at the end step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sphinx of Clear Skies"}},{"insert":" - A ward 2, 5/5, flier for 5 is already not a terrible deal, but we're really running this sphinx for its "},{"attributes":{"link":"https://tagger.scryfall.com/tags/card/saboteur"},"insert":"saboteur ability"},{"insert":". In the best case scenario, we'll control all 3 esper basic land types (setting aside weird "},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" type effects), so we'll get either 2 or 1 cards. It is worth noting that piles can be empty (as the card reminds us). So, if you only control 1 basic land type, you're basically just revealing the top card of your library, then putting it into your hand. If you managed to play Clear Skies, then got hit by an "},{"insert":{"card-link":"Armageddon"}},{"insert":" type effect and control 0 basic land types, you would still, technically, group the top 0 cards of your library into two piles, which "},{"attributes":{"bold":true},"insert":"would"},{"insert":" trigger Celeste's second ability on end step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Truth or Tale"}},{"insert":" - This card is a long walk for a short drink of water, but it's only 1B and it's an instant, so it makes the cut. We get to be in the driver's seat first, which is a nice bonus. When choosing which cards are in which pile, try to find 2 cards that you actually want and put them in opposite piles. That way, whichever pile our opponent chooses, we will get at least one card that we actually want."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThose are the 9 \"group\" effects that I run, on top of Celeste's attack trigger. This category is pretty vibes based in my opinion. If you want to run more, then you should run more. If you want to run less, then you should run less. There's really no "},{"attributes":{"italic":true},"insert":"right"},{"insert":" answer for how many and which \"group\" effects you should run. These are just the ones that I like and think are efficient. Which leads us to the \"group\" effects that I do "},{"attributes":{"bold":true},"insert":"not"},{"insert":" run\n\nThe group effect cards I'm not running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Fact or Fiction"}},{"insert":" - This is the namesake card for the entire \"one player groups, another player chooses\" mechanic. It's such a classic that it almost bears adding just out of respect for the card. "},{"attributes":{"italic":true},"insert":"almost"},{"insert":". But it puts your opponent in the driver's seat first, and realistically only nets you 2-3 cards that all of your opponents get to see. For 3U, I wouldn't call that a good deal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Liliana of the Veil"}},{"insert":" - This card is not for us. It is my closely held belief that planeswalker's ultimate abilities are a bait. Unless you've got some "},{"insert":{"card-link":"Doubling Season"}},{"insert":" type shenanigans going on, thinking that you'll get to use their ultimate is just not true. Liliana's ultimate is the only thing we'd even care about. None of her other abilities help us at all, and since we know that we're never going to get her ult off, I'll take a hard pass on this one"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Jace, Architect of Thought"}},{"insert":" - Like I just said, planeswalker's ults are fake, but we aren't interested in Jace's ult. We're interested in his -2 ability, and a tiny bit his +1. Jace's -2 ability gives us a small \"group\" effect with our opponent in the driver's seat. For 2UU, that's a pretty bad deal for us. But, if we get to activate it twice, now the calculus changes. It effectively becomes 1U per activation, which is a much better deal for us. Jace's +1 ability also gives us a bit of protection from go-wide strategies in a pinch, so it shouldn't be overlooked in the proper situation. I'm not gonna lie, I like this card. This is, actually, the final card that I cut from my list while making this deck, so it "},{"attributes":{"italic":true},"insert":"almost"},{"insert":" made the cut. The straw that broke the camel's back for me is how poor we are at defending ourselves, so we don't want to be drawing any extra ire by casting a planeswalker that is only \"pretty okay\". If you like planeswalkers, then you should feel no shame in running this card. It's just not quite to my taste."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sphinx of Uthuun"}},{"insert":" - 5/6 is a little underwhelming when it comes to stats on a 7 mana value flier. "},{"insert":{"card-link":"Old Gnawbone"}},{"insert":" and "},{"insert":{"card-link":"Rune-Scarred Demon"}},{"insert":" are both also 5CC (where C is a given single color), and are 7/7 and 6/6 respectively, so we would expect Uthuun to have a "},{"attributes":{"bold":true},"insert":"really"},{"insert":" good ability to make up for it. And they've got... Fact or Fiction on ETB :( So it's a more expensive version of a card I don't run attached to an under-powered body."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ghastly Conscription"}},{"insert":" - Yet another a card that is not meant for us. It gives you a potentially very wide board and the ability to turn the ones you want face-up for their mana value. It's a fine effect, but not for our deck. It's just incidental that it instructs you to group that player's yard into a \"pile\". This could be run as a graveyard hate piece, but it's really bad, and we already run a couple waaaay better GY hate pieces."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Unesh, Criosphinx Sovereign"}},{"insert":" - This card wants you to run all of the sphinxes. They reduce the cost of other sphinxes by 2 and gives you a worse ForF effect on sphinx ETB. As it stands, we are only running two sphinxes: Clear Skies and Predicaments. That's not nearly enough to get value out of Unesh, and their stats are not nearly enough to tip the scales."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Atris, Oracle of Half-Truths"}},{"insert":" - This card really flips the tables on us. Atris' ETB is exactly the same as Celeste's attack trigger, but an opponent does it to us (and the cards that we don't put in our hand goes to the yard instead of exile). I don't love being on the receiving end of a poor deal, and for 2UB no less. A 3/2 with menace really brings nothing to the table except a sup par blocker"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Become Anonymous"}},{"insert":" - I played around with the idea of including this as a fun group-or-guess that doubled as protection for Celeste. But, for us to get Celeste's end step trigger, we would have to flip him face-up for his mana cost first. This essentially makes Anonymous a 2WUUUB protection spell that lets us cloak the top two cards from our deck. That's too much for too little"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Brilliant Ultimatum"}},{"insert":" - While this may seem like a great potential game-ender, we just don't run enough expensive haymakers to make this work the mana. For this card, we are burned by our efficient mana curve. Our average mana value is 2.76, and we are realistically only going to get to play 2 or 3 cards. So we are, on average, only going to get 5.52 or 8.28 mana of value from this 7 mana value card. Even less if you consider that our average mana value of 2.76 doesn't include land. Not to mention that we aren't in the drivers seat, or that the WWUUUBB casting cost is pretty hard to actually cast on curve."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Boneyard Parley"}},{"insert":" - Our decklist doesn't run a mill or discard package, so we can't really count on ourselves to put creatures into the yard consistently. Some of our group effects do put the pile that wasn't chosen into the graveyard, but our most consistent group effect, Celete's attack trigger, puts the, into exile instead. This means that you're relying on your opponents to have noteworthy creatures in their graveyards. So 5BB is just too steep a price to pay for inconsistent results."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Triumph of Saint Katherine"}},{"insert":" - As with all Miracle cards, it doesn't really pay to run Katherine unless we have some kind of top-deck manipulation, and we certainly don't. On top of that, we only get the group effect when Katherine dies, and we don't have a sac outlet to consistently get her dies trigger off. So were gonna pass on Katie here."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Intrude on the Mind"}},{"insert":" - All-in-all, this is not a bad effect. It's the same effect as FoF, but we're in the driver's seat, "},{"attributes":{"bold":true},"insert":"and"},{"insert":" we get a blocker that stops fliers, and at instant speed. If you're looking to add more group effects, I'd take a long, hard look at Intrude. The reason I'm not running it is because of its casting cost. 3UU is just a bit steep. I know it's pretty nit picky, but I really want my 5 mana value cards to have a bit more impact than Intrude gives us. If this were 4 mana, I'd run it for sure."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fortune's Favor"}},{"insert":" - This is just a worse FoF, and we already don't run FoF. Your opponent only looks at 4 cards instead of the 5 from FoF, one of the piles is face down, "},{"attributes":{"bold":true},"insert":"and"},{"insert":" it's still the same casting cost as FoF! Yeah, that's gonna be a \"no\" from me, dawg."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Curator of Destinies"}},{"insert":" - I love to see new Sphinxes get printed since they usually come with new group-or-guess effects. That being said, I don't really think that Curator quite cuts the mustard. Let's compare it to the other group-effect sphinx that we "},{"attributes":{"italic":true},"insert":"do "},{"insert":"run: "},{"insert":{"card-link":"Sphinx of Clear Skies"}},{"insert":". Stat wise, they're both 5/5s. Ability wise, they both have flying. Destinies can't be countered, and Clear Skies has ward 2. Ward 2 is much better than uncounterability. Neither of these sphinxes is really a prime counter target, so unless you're seriously in the lead anyway neither should really be pulling counterspells. Ward 2 is also really good. It's not quite hexproof, but it's pretty close. The biggest difference is in their group-effects. Clear Skies' group-effect is a saboteur effect, so it needs to connect with an opponent. With flying, that isn't going to be that hard, but it does mean that it can't trigger until the turn "},{"attributes":{"italic":true},"insert":"after"},{"insert":" we play it. Destinies' group-effect is an ETB, so we get it right away. Destinies also costs 1 more than Clear Skies, so it'll come down a turn later, so we will actually get both of their group-effects on the same turn: turn 6 (assuming we're exactly on-curve). Destinies' group-effect is much better than Clear Skies'; It's basically Celeste's group-effect, but with more cards. So the real comparison comes down to this: what do you value more, a single-use, very good group-effect, or a repeatable, kinda bad group effect? To me, I value the repeatability of the effect over the value of the effect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Parallel Thoughts"}},{"insert":" - While tutoring for "},{"attributes":{"bold":true},"insert":"7 cards"},{"insert":" might seem busted, it's actually not for 3 main reasons. For starters, our decks doesn't draw cards. The main way we get our card advantage is through group-effects "},{"attributes":{"italic":true},"insert":"putting"},{"insert":" cards into our hand, so we can really only rely on "},{"attributes":{"italic":true},"insert":"drawing"},{"insert":" the one card from our draw step. Second, we don't get to choose the order, so we're not even guaranteed to pull the card we want when we need it. And lastly, but importantly, it's a bad play experience for our opponents. When you play Parallel, you need to look at the current board state and go tutor for the "},{"attributes":{"bold":true},"insert":"7 most useful cards"},{"insert":" from your deck! Unless you know the deck list like the back of your hand, that probably means you either sift through your deck, evaluating each card for its usefulness in the current board state, or else you rush through it and grab 7 generically good cards and miss out on some of the value of this card. Basically, you either miss out on some of the value that Parallel can bring, or your force your opponents to sit there while you admire your own deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Death or Glory"}},{"insert":" - A similar effect to "},{"insert":{"card-link":"Boneyard Parley"}},{"insert":", but less expensive and only targets our graveyard, so our reasoning for not running it will be similar. Since we're focusing mainly on Celeste's attack trigger, which put the cards not chosen in exile, we don't have a great way to fill up our graveyard. Additionally, we don't have many splashy, stompy creatures that we'd really want to reanimate anyway."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Jeskai Infiltrator"}},{"insert":" - An interesting card that I had to read a couple of times to fully understand how it works, but it doesn't really work for us. We need Infiltrator to connect with an opponent's face in order to get the group-effect. Being only a 2/3, Infiltrator is very blockable, so realistically, we need to control no other creatures for them to connect with an opponent. Now, if we control no other creatures, that means that we don't control Celeste, so we wouldn't get his end step trigger, which was the whole point of Infiltrator in the first place."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Phyrexian Portal"}},{"insert":" - An old card that has been left behind by the march of power-creep. This card is bad for a couple of reasons. For starters, it's a 3 mana artifact that does nothing until you sink "},{"attributes":{"bold":true},"insert":"3 more mana"},{"insert":" into choosing "},{"attributes":{"bold":true},"insert":"1 card"},{"insert":"! The rate of return does get slightly better as you sink more mana into it, but not by much. 6 mana gets you 1 card. 9 mana gets you 2 cards. 12 gets you 3. And so on. On top of being a poor mana value, the card selection process is absolutely awful for us. Our opponent is in the driver's seat, separating the top 10 cards of our library into 2 piles. Then those piles "},{"attributes":{"bold":true},"insert":"stay face down"},{"insert":" while we choose which one we'll make our final selection from! This means that we can't influence the outcome at all. We'd be better off just randomly separating the piles and flipping a coin to choose one. At least that way, our opponents couldn't influence the outcome at all."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mangara's Tome"}},{"insert":" - This card rhymes with "},{"insert":{"card-link":"Parallel Thoughts"}},{"insert":", but it's even worse. Again, we make the table wait while we come up with and find the five best cards for the current board state, then shuffle them and put them under the Tome. "},{"attributes":{"italic":true},"insert":"And then"},{"insert":" we still have to pay 2 to even have the pleasure of drawing any those cards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWhat \"support cards\" am I running?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"So, those are the pieces of our deck that "},{"attributes":{"bold":true},"insert":"directly "},{"insert":"contribute to the win-con, but there's still a bunch of the deck left. So, next up we have the cards that "},{"attributes":{"bold":true},"insert":"indirectly "},{"insert":"contribute to the win-con. Or, put more succinctly, our \"support cards\". In EDH, it is very common for people to fixate on the cards that directly contribute to their win-con, then just shove in whatever supporting cards around the edges that they have to. But I believe that doing this is a major disservice to your deck and, if you really want your deck to hum, you have to put "},{"attributes":{"italic":true},"insert":"at least"},{"insert":" as much effort into choosing your supporting pieces as you do into choosing your win-con cards. But, that's enough preamble. Let's get back to talking about cardboard. The support pieces that I'm running can broadly be sorted into these following categories: Lands, Speed Bump, Removal, Protection, Evasion, and Tutor. I'll dive into each of these categories in that order.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lands"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The way I see it, lands in EDH can be split into three main categories: \"Solely-mana-producing lands\", \"Mana-producing-utility lands\", and \"Solely-utility lands\". Most decks don't run any \"solely-utility\" lands, and this one is no exception; so I will be focusing on just the first two categories\n\nThe solely-mana-producing lands I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"All three "},{"attributes":{"link":"scryfall.com/search?q=\"polluted+delta\"+OR+\"flooded+strand\"+OR+\"marsh+flats\"&unique=cards&as=grid&order=edhrec"},"insert":"on-color Esper fetchlands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"All three "},{"attributes":{"link":"https://scryfall.com/search?q=id%3Aesper+otag%3Ashockland&unique=cards&as=grid&order=edhrec"},"insert":"on-color Esper shocklands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"All three "},{"attributes":{"link":"https://scryfall.com/search?q=id%3Aesper+otag%3Acycle-painland&unique=cards&as=grid&order=edhrec"},"insert":"on-color Esper painlands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"All three "},{"attributes":{"link":"https://scryfall.com/search?q=id%3Aesper+otag%3Acycle-shm-filterland&unique=cards&as=grid&order=edhrec"},"insert":"on-color Esper filterlands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"All three "},{"attributes":{"link":"https://scryfall.com/search?q=id%3Aesper+otag%3Acycle-crowdland&unique=cards&as=grid&order=edhrec"},"insert":"on-color Esper crowdlands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Raffine's Tower"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Command Tower"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Exotic Orchard"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"2x "},{"insert":{"card-link":"Island"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"1x "},{"insert":{"card-link":"Plains"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"2x "},{"insert":{"card-link":"Swamp"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"There's not much analysis to dive into here. For the solely mana-producing lands, I'm trying to maximize the number of mana pips while minimizing the number of tapped lands. We always want to have at least one basic of each type in our list so that we can always tutor "},{"attributes":{"italic":true},"insert":"something"},{"insert":" when we get hit with a "},{"insert":{"card-link":"Path to Exile"}},{"insert":" or "},{"insert":{"card-link":"Assassin's Trophy"}},{"insert":" type effect. This deck is one that I actually run in paper, so I'm not running the three "},{"attributes":{"link":"https://scryfall.com/search?q=id%3Aesper+otag%3Acycle-abu-dual-land&unique=cards&as=grid&order=edhrec"},"insert":"on-color Esper ABU dual lands"},{"insert":", but if I were to proxy them or run this deck virtually, I'd probably swap out the on-color Esper filterlands for them.\n\nThe mana-producing-utility lands I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Eiganjo, Seat of the Empire"}},{"insert":" - Definitely the worst of the three "},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Acycle-neo-legendary-land&unique=cards&utm_source=tagger"},"insert":"Esper channel lands"},{"insert":" that we're running, but the channel lands are good enough that the worst of them is still pretty good. You can clear away some dangerous blockers and allow you to attack with Celeste into some situations where he would normally die"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fell the Profane // Fell Mire"}},{"insert":" - Since MH3, it has been my opinion that every deck with black should run this land. It can enter untapped if we really need the mana the turn we play it, and the removal, while overcosted, is always good in a pinch"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Glasspool Mimic // Glasspool Shore"}},{"insert":" - While this doesn't allow us to outright copy Celeste, we "},{"attributes":{"italic":true},"insert":"do"},{"insert":" have several effects that either create non-legendary token copies of Celeste, or let us break the \"legend rule.\" If we can't find any of those effects, playing it as a tapped land is not that bad of a downside"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Hydroelectric Specimen // Hydroelectric Laboratory"}},{"insert":" - We can use the ETB effect defensively to protect Celeste from targeted removal, or to redirect a problematic buff spell that an opponent is casting on their own creature. Additionally, a 1/4 body is a pretty good blocker, assuming the Specimen survived whatever instant/sorcery that it redirected"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Malakir Rebirth // Malakir Mire"}},{"insert":" - B and 2 life is a really good rate to protect our commander from removal even when you don't take into account that it comes stapled to a swamp "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Otawara, Soaring City"}},{"insert":" - This is probably the best of the channel lands that we're running. Bounce any non-land permanent is not bad on its own, but it's made even better as a channeled ability, and even "},{"attributes":{"italic":true,"bold":true},"insert":"even"},{"attributes":{"italic":true},"insert":" "},{"insert":"better when you attach it to an untapped land"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Razorgrass Ambush // Razorgrass Field"}},{"insert":" - 3 damage might not seem like much damage, and it's not. But, 3 damage is enough to sometimes kill a problematic blocker when we attack with Celeste or sometimes kill an attacking creature with an attack/damage trigger that got pointed our way"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Rivendell"}},{"insert":" - This works really well with our controlling play style. Leaving this and two more mana up allows us to threaten a counterspell on our opponents' turns if they try to remove our stuff or do something truly heinous, and also allows us to scry on the end step before our turn to prep our draw"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sejiri Shelter // Sejiri Glacier"}},{"insert":" - This is similar to Malakir Rebirth in that it's a protection spell for Celeste stapled to a land, but Sejiri protects us from more than Malakir does in exchange for a higher mana cost"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Shizo, Death's Storehouse"}},{"insert":" - This is a slam dunk for us. We can usually bet that "},{"attributes":{"italic":true},"insert":"someone"},{"insert":" at the table won't be running black in their color ID or have artifact creatures. So Shizo is basically a "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" that costs 2 to activate instead of 5 "},{"attributes":{"italic":true},"insert":"and"},{"insert":" taps for B instead of C"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" - This is the star of the "},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Acycle-mh3-mdfc-mono-land&unique=cards&utm_source=tagger"},"insert":"MH3 Boltland cycle"},{"insert":" and for good reason. For all of the other lands in the cycle, the front side is over-costed for what it does because it comes with an untapped land stapled to the back. Looking at the closest comparison for Sink into Stupor, "},{"insert":{"card-link":"Unsubstantiate"}},{"insert":", we can see that the effect is not really "},{"attributes":{"italic":true},"insert":"that"},{"insert":" over-costed"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":" - Putting your commander into the yard is usually a risky gambit. If someone counters your recursion spell, you're pretty screwed, and everyone knows that a recursion spell "},{"attributes":{"italic":true},"insert":"has "},{"insert":"to be coming when you opt to let your commander hit the graveyard. Having that recursion spell on an activated ability makes it much harder for our opponents to counter it and kneecap us"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Waterlogged Teachings // Inundated Archive"}},{"insert":" - We have a fair amount of things to tutor for. "},{"insert":{"card-link":"Doorkeeper Thrull"}},{"insert":" is really our only flash tutor target, but it's a pretty damn good target. As far as instants go, we have a ton of choices so I won't go into every tutor option, but we can tutor for removal, protection, Group or Guess effects, or even other tutors that will let us grab something else"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" - Witch Enchanter gives us two things that that we're interested in: a "},{"insert":{"card-link":"Disenchant"}},{"insert":" and a blocker. Sure, 3W is pretty overcosted for just a \"Disenchant and a blocker\", but we need to remember that the back side of this \"Disenchant and a blocker\" is a "},{"attributes":{"italic":true},"insert":"land "},{"insert":"that can potentially enter untapped"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSpeed Bump"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Alright, let's address the elephant in the room. I know what you're thinking. You're thinking \"Skribblez, what the hell is this?! This category is just a bunch of stax cards. I don't want to play stax! Stax is an unfun strategy for sweaty tryhards!\" Or something similar. Well, if this "},{"attributes":{"italic":true},"insert":"is"},{"insert":" what you're thinking, then you're right about one thing: this category is "},{"attributes":{"italic":true},"insert":"indeed"},{"insert":" a bunch of stax cards. Most people that have a negative opinion have either never actually played against a stax strategy or got blown out by a "},{"insert":{"card-link":"Lavinia, Azorius Renegade"}},{"insert":" + "},{"insert":{"card-link":"Knowledge Pool"}},{"insert":" lock one time at their LGS and think that that's what stax is. I'm not going to spend more time talking about why stax is actually an awesome strategy that positively contributes to the health of the commander meta-game, but if you're curious to hear more, please go watch "},{"attributes":{"link":"https://www.youtube.com/watch?v=qB572KenoFE"},"insert":"this video"},{"insert":" by Salubrious Snail about stax. It is important to note that stax is a very strong strategy, and has the potential to completely hose entire decks that are not constructed with stax in mind. For example, a bracket-2 flicker deck with all of its artifact removal tied to creature ETBs completely folds to a single "},{"insert":{"card-link":"Torpor Orb"}},{"insert":". As such, this deck is squarely in bracket 3, even if the three Game Changers were to be removed. It can even punch up against many bracket 4 decks. Additionally, stax should never be a jump scare. When I play this deck against randos at my LGS, I am "},{"attributes":{"bold":true},"insert":"always"},{"insert":" up front about how much stax is in this deck and what types of stax effects I'm running so my opponents know what type of removal they should be holding up and when. Alright, enough of the preamble, let's talk about "},{"attributes":{"italic":true},"insert":"why "},{"insert":"we're running stax in the first place and what stax brings to the table. The first reason we're running stax is because our win-con is so compact, so we don't really need much acceleration to put our opponents on a clock. Celeste and one trigger doubler, like "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":", puts our opponents on a 5-turn clock, in addition to giving us a bucket of card advantage. The thing is that, in bracket 3-4, a 5-turn clock is not always good enough. It's totally reasonable that our opponents will try to push through a win before our 5-turn clock chimes midnight. So we need to buy ourselves some time, and stax is a great way to slow down our opponents and get us some breathing room. The second reason we're running stax is because our game plan is "},{"attributes":{"italic":true},"insert":"incredibly "},{"insert":"simple. All we really need to win is to be able to attack with some low-power guys and for our triggered abilities to trigger. We don't need ETBs. We don't need artifact activated abilities. We don't even need to draw cards since we'll get them from Celete's first trigger ability. Since we don't need these effects, we have a whole host of efficient symmetric stax effects at our disposal that we can use to slow down our opponents, but not ourselves.\n\nThe stax effects that I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":" - You may notice that all of the speed bumps I'm running are 2 mana or less. This is completely on purpose. We don't want our curve to be too clogged up around 3 mana since we almost always want to play Celeste on 3. Clarion is the only exception to that rule, and it's because Clarion is truly exceptional. The Conqueror smashes together the effects of two other speed bumps that we're already running, "},{"insert":{"card-link":"Cursed Totem"}},{"insert":" and "},{"insert":{"card-link":"Null Rod"}},{"insert":", and even turns off planeswalkers for extra measure. Additionally, it's attached to a 3/3 flier which can either chip in for damage or, more likely, sit as a blocker to deter other players fliers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Cursed Totem"}},{"insert":" - All kinds of popular commanders have activated abilities with completely game-warping effects that need to be answered. For example "},{"insert":{"card-link":"Krenko, Mob Boss"}},{"insert":", "},{"insert":{"card-link":"Kenrith, the Returned King"}},{"insert":", and the disgusting new "},{"insert":{"card-link":"Vivi Ornitier"}},{"insert":" are all commanders in "},{"attributes":{"link":"https://edhrec.com/commanders"},"insert":"the top 25 most popular commanders from EDHREC"},{"insert":" that get absolutely kneecapped by Totem. Additionally, plenty of creatures in the 99 of many decks have activated abilities that will get turned off. Notably, mana-dorks will get turned off since Totem doesn't specify \"non-mana\" abilities. Additional note since I got this wrong in a game one time; while \"Ninjutsu\" "},{"attributes":{"italic":true},"insert":"is"},{"insert":" and activated ability on a creature card, creature cards are only considered \"creatures\" when they're on the battlefield, and \"Ninjutsu\" is activated from your hand (or your command zone) where the card is not considered a creature. So Cursed Totem does "},{"attributes":{"bold":true},"insert":"not"},{"insert":" stop your opponents from catching you with your pants down with \"Ninjustu\" shenanigans, so stay alert for ninjas!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Damping Sphere"}},{"insert":" - This is a really nice effect that limits two different play-patterns that we don't use. The second effect is the more useful of the two. While it is clearly a strong anti-storm measure, it also taxes anyone who is trying to double or triple spell, which is something that we aren't really trying to do that often. More often, we want to play one card on our turn, then pass holding up mana for interaction. While the second effect is more applicable, the first effect is still useful sometimes, and boy is it brutal. Obviously, this effect is amazing against lands that aim to create a huge amount of mana in one tap like "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":", "},{"insert":{"card-link":"Gaea's Cradle"}},{"insert":", or "},{"insert":{"card-link":"Cabal Coffers"}},{"insert":", but it hinders "},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Aadds-multiple-mana+t%3Aland&unique=cards&as=grid&order=edhrec","italic":true},"insert":"any"},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Aadds-multiple-mana+t%3Aland&unique=cards&as=grid&order=edhrec"},"insert":" land that produces more than one mana"},{"insert":" per tap, including the common \""},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Abounceland&unique=cards&as=grid&order=edhrec"},"insert":"bounce land"},{"insert":"\""},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Doorkeeper Thrull"}},{"insert":" - There are so many creatures with ETBs stapled to them nowadays, so we run several effects to turn them off and Doorkeeper here is my favorite one. It has flash which means that we can hold up removal and flash them in in response to a creature with an ETB that we want to stifle, or on the end step before our turn if we didn't end up needing the removal. Having flash also means that we can find this fella with the previously mentioned "},{"insert":{"card-link":"Waterlogged Teachings // Inundated Archive"}},{"insert":" if we "},{"attributes":{"italic":true},"insert":"really"},{"insert":" need a way to stifle ETBs. Additionally, Doorkeeper stifles ETBs that are triggered by artifacts, which our other ETBs stiflers can't do. The only downside is that, being a creature, Doorkeeper dies more easily. But remember, a "},{"insert":{"card-link":"Doom Blade"}},{"insert":" spent on removing Doorkeeper is a Doomblade "},{"attributes":{"italic":true},"insert":"not"},{"insert":" spent on removing Celeste"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Hushbringer"}},{"insert":" - Here's one of the other ETB stiflers that I just mentioned above. Hushbringer is basically the same as Doorkeeper, but with one key difference: while Hushbringer doesn't stifle ETBs triggered from artifacts entering, it "},{"attributes":{"italic":true},"insert":"does"},{"insert":" stifle abilities triggered from creatures dying. There are plenty of abilities triggered by creatures dying, but the most notable are aristocrat effects like "},{"insert":{"card-link":"Blood Artist"}},{"insert":" or "},{"insert":{"card-link":"Pitiless Plunderer"}},{"insert":". This one card can single-handedly hose an aristocrats deck that isn't running enough flexible creature removal, and I love it"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Meekstone"}},{"insert":" - While this card is classically a staple in defender decks like "},{"insert":{"card-link":"Arcades, the Strategist"}},{"insert":" or the more recent "},{"insert":{"card-link":"Felothar the Steadfast"}},{"insert":", it also works incredibly well with Celeste since his power is low enough to "},{"attributes":{"italic":true},"insert":"just"},{"insert":" squeak under the 3 power limit. Meekstone does a great job freezing aggressive creature strategies that would normally have their way with us since our list is "},{"attributes":{"italic":true},"insert":"incredibly"},{"insert":" light on blockers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Null Rod"}},{"insert":" - Only being printed in paper once, in Weatherlight in 1997, has really done a number to the price of this bad boy. This is the most expensive card in the entire list, but this effect only exists on three cards, and only two of them are in our colors, so we for sure want to run them both. This effect is absolutely brutal for a number of reasons. Null Rod turns off mana rocks, which basically every non-green deck in existence runs. Null Rod turns off all three of the ever popular \"token trifecta\" of Foods, Clues, and Treasures. Equipping an equipment is an activated ability, which Null Rod turns off. The list goes on and on"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Rest in Peace"}},{"insert":" - Despite being in Esper, we have no graveyard shenanigans going on what so ever, so we get to run the most brutal graveyard-hate piece yet to be printed: RIP. On top of crushing the reanimation player's dreams by exiling their hard-earned graveyard, RIP also make it so that graveyards don't even exist with the second ability. Since \"Dies\" is a descriptive term that means \"is put into a graveyard from the battlefield\" according to "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Dies"},"insert":"rule 700.4"},{"insert":", RIP will stop dies triggers, like "},{"insert":{"card-link":"Zulaport Cutthroat"}},{"insert":", from triggering since creatures are put directly into exile instead of their respective graveyards. Additionally, any effects that care about cards entering your graveyard, like "},{"insert":{"card-link":"Syr Konrad, the Grim"}},{"insert":", won't trigger either for the same reason"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Soulless Jailer"}},{"insert":" - The warden here checks a couple of boxes for us. First, it acts as a graveyard seal, preventing everyone from casting non-creature from their graveyard, and preventing any permanents from entering the battlefield directly from the graveyard. This mainly stops reanimation and flashback, but be on the lookout for other corner cases that this prevents. Notably, this doesn't stop players from casting "},{"attributes":{"italic":true},"insert":"creature"},{"insert":" spells from the yard with an effect like "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Retrace"},"insert":"\"Retrace\""},{"insert":". Second, Jailer prevents players from casting non-creature spells from exile. Obviously, this kneecaps impulse draw, but there are other effects that cast spells from exile like "},{"insert":{"card-link":"Gonti, Canny Acquisitor"}},{"insert":"-type theft effects, or "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Cascade"},"insert":"\"Cascade\""},{"insert":"/"},{"attributes":{"link":"https://mtg.fandom.com/wiki/Discover"},"insert":"\"Discover\""},{"insert":". And third, Jailer is kind of a unit. 0/4 is a formidable blocker and will ward off a good number of early attackers. It will die to attacks later in the game, but it keeps the chumps off of our back in the early/midgame"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Spirit of the Labyrinth"}},{"insert":" - Drawing cards is central to most game plans, so our spirit friend here doesn't see much play, but we have found an exceptional way to break parity on what is normally an incredibly oppressive effect. All of our card advantage effects, including Celeste's first triggered ability, don't actually \""},{"attributes":{"link":"https://mtg.fandom.com/wiki/Draw"},"insert":"draw"},{"insert":"\" us cards, they put cards into our hand from exile. This means that we will never run into an issue with SotL's effect unless an opponent plays an effect that makes us draw, but our opponents sure will"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Stony Silence"}},{"insert":" - This is the same exact effect as Null Rod a few cards up, so I won't explain what the effect does again. It's a brutal effect that doesn't effect us very much at all. Notably, Silence is an enchantment rather than an artifact. Which makes it susceptible to a different set of removal than the Rod. Silence also has a color where Rod doesn't which matters a little to us since we run "},{"insert":{"card-link":"Ringsight"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Torpor Orb"}},{"insert":" - This is the final ETB stifler that we're running, and it has the narrowest effect of them all. Despite being the most narrow effect, it is also the most resilient of the entire bunch. As the only ETB stifler that is "},{"attributes":{"italic":true},"insert":"not"},{"insert":" on a creature, it can stick around after a board wipe, and requires much more specific spot removal to bring it down. Additionally, it can be tutored by "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" where none of the other ETB stiflers can"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" - There are more effects that allow people to cast spells for free than you'd think. In fact, there are so many that I often realize one or two that I missed after each game where I play this confounding bauble. There's "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Cascade"},"insert":"\"Cascade\""},{"insert":"/"},{"attributes":{"link":"https://mtg.fandom.com/wiki/Discover"},"insert":"\"Discover\""},{"insert":", 0-mana spells, any of the many \"free spell\" cycles, "},{"attributes":{"link":"https://mtg.fandom.com/wiki/Hideaway"},"insert":"\"Hideaway\""},{"insert":" cards, "},{"insert":{"card-link":"Dauthi Voidwalker"}},{"insert":", "},{"insert":{"card-link":"Isochron Scepter"}},{"insert":", "},{"insert":{"card-link":"Omniscience"}},{"insert":", "},{"insert":{"card-link":"Bolas's Citadel"}},{"insert":" , and so on and so forth. Vexing Bauble also comes with a built-in escape hatch in case an opponent's effect would allow "},{"attributes":{"italic":true},"insert":"us"},{"insert":" to play a spell for free as long as we have one mana held up"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nRemoval"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I don't think that it's controversial to say that Esper has the best removal options in the game. As such, we are spoiled for choice, so we need to lay down some guidelines for what boxes we want our removal to check so we can cut through a lot of the chaff. The first thing that we're looking for in removal is \"efficiency\". This is not a big mana deck. In fact, you may notice that this deck runs "},{"attributes":{"bold":true},"insert":"no"},{"insert":" ramp at all. I'll talk about the reason behind this choice a bit further down, but for now, suffice it to say that we need to keep our curve as low as we possibly can. The more expensive our removal is, the more mana we have to hold up for our opponents turns, and the less mana we get to spend advancing our own boardstate on our turn. As far as efficiency goes, we want to keep the mana-cost down. No removal over 3 mana, and anything over 2 mana needs to bring something special to the table. The second thing that we're looking for in removal is \"broad applicability\". In this context, \"broad applicability\" means two things: 1) It can target as many card types as possible, and 2) It can bypass indestructibility. This means that most of our removal needs to hit all nonland permanents, and needs to do something other than \"destroy\" said nonland permanents. It is also important to note that we are a bit light on \"Removal\" cards, with only nine. This is because our \"Speed Bump\" section is also a form of removal. The \"Removal\" section here is intended to catch problem permanents that have managed to slip through the net of our \"Speed Bump\" cards. As such, they can be sorted into two categories: Spot Removal and Sweepers. I'll start with the Spot Removal\n\nThe spot removal effects that I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Despark"}},{"insert":" - A solid removal spell that often gets overlooked. It's only two mana, it's instant speed, it hits any non-land permanent, and it exiles. The only drawback is that the permanent must be MV>=4, which isn't "},{"attributes":{"italic":true},"insert":"that"},{"insert":" big of a drawback. Most of the threats that we are looking to spot remove are going to be four or more mana anyway"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fracture"}},{"insert":" - This card is a slightly better "},{"insert":{"card-link":"Disenchant"}},{"insert":" thanks to tacking on \"Planeswalker\" to the card types that it can remove. In return, it "},{"attributes":{"italic":true},"insert":"does"},{"insert":" have a less flexible casting cost of WB instead of just 1W, but we're playing Commander where our mana-fixing is basically free, so a slightly more stringent casting cost is not really that large of a hurdle. You may notice that Fracture fails on two of the criteria that we laid out above: it destroys the target, and it only hits three permanent types. I added this card after playtesting a fair amount and realizing that I was struggling to deal with enchantments, so I added it as a cheap instant-speed way to deal with bothersome "},{"insert":{"card-link":"Rhystic Study"}},{"insert":"s or "},{"insert":{"card-link":"Necropotence"}},{"insert":"s or "},{"insert":{"card-link":"Grave Pact"}},{"insert":"s or what have you"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" - An absolute banger of a spot removal spell that scales well in commander since it's a 3-for-1. I've found that it is often best used to remove non-commander value-engine permanents like repeatable card draw or mana producers. These tend to be things that set your opponents back, but they don't view as absolutely pivotal to their game plan, so they are much more likely to not blow us Grasp to get them back. On the flip-side, I have found that using it to exile all three opponent's commanders is an amazing way to guarantee that it gets blown up before the next turn cycle. There is a bit of politics that can be played if you can convince your opponents to leave it alone since it will give two of "},{"attributes":{"italic":true},"insert":"their opponents"},{"insert":" back their things as well. Also note that Grasp says \""},{"attributes":{"italic":true},"insert":"up to"},{"insert":" one target non-land permanent\" so you can choose to exile nothing from an opponent if you feel bad dunking on someone who is already struggling"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Imprisoned in the Moon"}},{"insert":" - This card has a reputation for being pretty brutal, and for good reason, since it can take someone's commander out of commission without giving them the opportunity to put it back in the command zone. My thought is that as long as Wizards keep printing hard-to-interact-with, major-value-printing commanders like "},{"insert":{"card-link":"Ketramose, the New Dawn"}},{"insert":", we should have a way to answer, and what better way to do that than to send their ass to the moon? Also, don't overlook the fact that you can target someone's land if they have something that is either threatening to create a ton of value, or lock you out of the game"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Into the Flood Maw"}},{"insert":" - Bounce is an effect that people tend to look down on in Commander since you opponent still gets to cast the spell on a later turn, but I think it's criminally underrated. Being only one mana, we often come out ahead on mana. Bounce is also extra good against creatures, since the creatures will have summoning sickness again when they get redeployed, and we struggle against creatures. Remember that you don't have to gift the tapped 1/1 fish to the player whose permanent you choose to bounce"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Soul Partition"}},{"insert":" - This is one of my favorite spot removal spells in the entire game, and I think that it is incredibly slept on. For two mana, we can exile any nonland permanent at instant speed. There is no other card in the game that offers the flexibility, speed, and efficiency of Partition. As a downside, however, our opponent can still cast the exiled permanent, but said permanent costs 2 more. Obviously, this isn't "},{"attributes":{"italic":true},"insert":"good"},{"insert":" for us, but it's really not that bad. Worst case scenario, this is a two-mana bounce any nonland permanent spell that taxes that permanent when it's cast again"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Vanishing Verse"}},{"insert":" - Here we have another obscure spot removal spell. Verse checks several boxes for us: It's instant speed, It only costs two mana, and it exiles the target. The one downside is that the target permanent needs to be mono-colored. Most commanders are two or more colors, so we can't exile most people's commanders. But, I have found that Verse is best at removing people's value engines. We need to remember that colorless cards aren't considered \"monocolored\", so we can't exile an opponent's "},{"insert":{"card-link":"The One Ring"}},{"insert":", but you can totally exile their "},{"insert":{"card-link":"Rhystic Study"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe sweeper effects that I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Slaughter the Strong"}},{"insert":" - This is our first board wipe, and it's definitely the best that we are running. We really want our board wipes to be asymmetric so we can break parity with our opponents and emerge on the front foot after the wipe resolves. Slaughter allows us to break parity super easily since most of our creatures are very low power. We can keep Celeste and a clone of him, or Celeste and several support pieces. We aren't running "},{"attributes":{"italic":true},"insert":"any"},{"insert":" creatures over power 4, and the only creature over 3 power is "},{"insert":{"card-link":"Roaming Throne"}},{"insert":". Slaughter also gets around indestructible creatures since it forces your opponents to sacrifice the creature they don't choose. On top of all of that, it only costs "},{"attributes":{"bold":true},"insert":"3 mana"},{"insert":"! 3 mana is "},{"attributes":{"italic":true},"insert":"incredibly "},{"insert":"efficient for a board wipe. Most people use "},{"insert":{"card-link":"Wrath of God"}},{"insert":", or "},{"insert":{"card-link":"Damnation"}},{"insert":", or an overloaded "},{"insert":{"card-link":"Damn"}},{"insert":" as benchmarks for board wipe efficiency. So a board wipe that costs 25% less than the benchmarks "},{"attributes":{"bold":true},"insert":"and"},{"insert":" lets us come out ahead of our opponents after it resolves is absolutely cracked"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"The Battle of Bywater"}},{"insert":" - Our second board wipe is not quite as crazy as Slaughter the Strong, but it's still really good in our list. Just like with Slaughter, a mana value of 1WW is super efficient for a board wipe. There are only 4 creatures in our list that will, realistically, have a power of 3 or greater and thus be destroyed by Battle: "},{"insert":{"card-link":"Roaming Throne"}},{"insert":", "},{"insert":{"card-link":"Spirit of the Labyrinth"}},{"insert":", "},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":", and "},{"insert":{"card-link":"Spark Double"}},{"insert":". All of our other creatures/clones will survive that battle. The food tokens aren't really relevant since we will be actively trying to turn them off with any of our effects that prevent artifact abilities from being activated. The biggest downsides of Battle are that it "},{"attributes":{"bold":true},"insert":"destroys"},{"insert":" the creatures, and that it allows go-wide token strategies to emerge relatively unscathed, assuming that they haven't pumped their board yet"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nProtection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Celeste is the heart of our plan. His first ability is our main source of card advantage, and his second ability is our entire win con. This means that we are "},{"attributes":{"italic":true},"insert":"heavily"},{"insert":" relying on Celeste staying on board for multiple turns in order to advance our game plan. If our opponents realize this fact, it paints a huge target on Celeste's forehead, so we need to have some tools to combat our opponent's removal. Much like our spot removal spells, our protection spells need to be very efficient since we want to hold up the smallest amount of mana possible. So every protection spell we are running is 2 mana or less. Our protection can lazily be broken into two categories: \"Counterspells\" and \"Everything else\". I'll start with the counterspells.\n\nThe counterspells that I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"An Offer You Can't Refuse"}},{"insert":" - One-mana counterspells always come with downsides and Offer is no exception. Offer can only counter noncreature spells, but that's most of what we want to be countering anyway, so that's not much of a downside. The larger downside is the two treasures we have to give our opponent. Obviously, giving treasures to our opponents is a bad thing, but shutting down artifacts is already something that we are trying to do. Between "},{"insert":{"card-link":"Stony Silence"}},{"insert":", "},{"insert":{"card-link":"Null Rod"}},{"insert":", and "},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":", it's pretty common to have the treasures be dead before they even hit the table, effectively turning Offer into a one-mana, counter any noncreature spell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Counterspell"}},{"insert":" - This spell is the gold standard for counterspells for a good reason. Two-mana-counter-anything no questions asked with no downsides is incredibly good. It should be noted that Counterspell is our only way to counter creature spells. We can remove creatures once they're on board, but this is our "},{"attributes":{"italic":true},"insert":"only"},{"insert":" way to keep a creature from even hitting the board. BB can sometimes be a little difficult to hold up in a three-color deck, especially if we want to make a play on our turn that requires a blue pip, but our mana-fixing can help mitigate that pain as much as possible"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Dovin's Veto"}},{"insert":" - Veto is pretty similar to Counterspell. It's another two-pipped counterspell, but with one advantage and one disadvantage: It can't be countered, but it can only target noncreature spells. Only being able to counter noncreature spells is not that big of an issue. We can remove most problematic creatures with our boardwipes or spot removal. Not being able to be countered, however, is a pretty big upside. It lets you win any counterspell war, or lets you counter someone's combo piece even if they had countermagic backup ready. It also lets you get around a few handful of permanents that automatically counter spells, like "},{"insert":{"card-link":"Jin-Gitaxias, Progress Tyrant"}},{"insert":" or "},{"insert":{"card-link":"Dovescape"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Giver of Runes"}},{"insert":" - A classic and incredibly efficient protection creature. Having the ability to give Celeste protection from any color/colorless for zero mana is actually pretty big. It allows us to completely tap out on our turn to develop our board and not have to worry about holding up mana for protection for Celeste. Additionally, Giver can give Celeste protection from a color as a means of pseudo-evasion. It's not the most optimal, but if we're in a position where we have no good attacks for Celeste, it can open up an attack and get us out of a sticky situation"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"March of Swirling Mist"}},{"insert":" - In casual EDH, board wipes are always lurking around every corner and, while we could just counter a wipe, it's "},{"attributes":{"bold":true},"insert":"much"},{"insert":" better for us to turn an opponent's board wipe into an asymmetric wipe in our favor by protecting our board in response. In terms of board-wide protection spells, it's hard to get much better than Swirling Mists. For starters, it's incredibly cheap "},{"attributes":{"italic":true},"insert":"and"},{"insert":" has a flexible casting cost. Holding up just 1 blue mana and a spare blue card would let us protect two of our creatures. Also, phasing out is almost always better than being made indestructible. Some of the best board wipes in EDH get around indestructibility, like "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":", "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":", or "},{"insert":{"card-link":"Farewell"}},{"insert":", but can't do anything to phased out creatures. Finally, Swirling Mists can be used as a removal card in a pinch. You can remove a massive attacker that is coming your way, or remove a creature that is a necessary piece of an opponent's combo"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mother of Runes"}},{"insert":" - Mother functions very similarly to Giver of Runes, and is good for all of the same reasons, so I won't repeat myself here. What I will say is that Mother is slightly better than Giver since she can give herself protection, so requires your opponents to spend two spells or abilities to remove her. Additionally, it allows her to block really well by declaring her as a blocker, then giving herself protection from the color of the creature she's blocking"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" - Muddle specifies that it can only counter instants and sorceries, but most common removal is instant or sorcery based, so it does it pretty good job keeping Celeste alive. On top of being a passable defensive counterspell, it has transmute and a mana value of 2. I'll talk more about the tutor package further down, so suffice it to say that we have a pretty broad toolbox at 2 mana, so transmuting Muddle can get us basically anything we might need."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Rebuff the Wicked"}},{"insert":" - Almost all of our game plan hinges on Celeste staying on board and attacking, so keeping him safe is of the utmost import. Celeste getting hit by a "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" or a "},{"insert":{"card-link":"Path to Exile"}},{"insert":" really sets us back to the stone age, so we need to keep him alive. Rebuff is an incredibly mana efficient way to stave off the spot removal that our opponents will, inevitable, point our way. Rebuff also only specifies that the thing being targeted must be a "},{"attributes":{"italic":true},"insert":"permanent"},{"insert":", so we can use it to counter any spot removal that is intended to remove our Speed Bumps as well. On top of all of that, there are only two counterspells that can be cast with just one white mana: Rebuff and "},{"insert":{"card-link":"Mana Tithe"}},{"insert":", so it's really entertaining to watch your opponent's face when you counter their removal after you only left W up"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Skrelv, Defector Mite"}},{"insert":" - Another effect that is similar to Mother/Giver of Runes, but is certainly worse in a couple of ways. For starters, Skrelv can't block, which isn't much, but it "},{"attributes":{"italic":true},"insert":"does"},{"insert":" make a difference if we would want to chump block an important attacker. Skrelv's ability also costs W/P to activate, where Mother/Giver's abilities cost nothing. Additionally, \"hexproof from\" and \"can't be blocked by\" a chosen color is not as good as protection for a variety of reasons. Mother/Giver's ability saves Celeste from damage-based board wipes, like "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":". Mother/Giver's ability can retroactively remove auras like "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" and "},{"insert":{"card-link":"Kenrith's Transformation"}},{"insert":", or equipment like "},{"insert":{"card-link":"Bloodthirsty Blade"}},{"insert":". Mother/Giver's ability can be used after blockers have been declared in case our opponents have a combat trick. Mother/Giver's protection can't be removed by effects like "},{"insert":{"card-link":"Shadowspear"}},{"insert":" or "},{"insert":{"card-link":"Arcane Lighthouse"}},{"insert":". I could go on, but I'll spare you the time. So, if Skrelv is just the much worse version of Mother/Giver, then why are we running him? Because his ability is "},{"attributes":{"italic":true},"insert":"still"},{"insert":" really good. Dropping Skrelv on turn 1 still allows us to spend more of our mana advancing our board state after we have played Celeste since we don't have to hold up mana to save Celeste from targeted removal"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Solitary Confinement"}},{"insert":" - This deck often puts together little to no board state, so we draw attackers like a "},{"insert":{"card-link":"Birds of Paradise"}},{"insert":" draws "},{"insert":{"card-link":"Lightning Bolt"}},{"insert":"s. As such, we love pillow fort effects, and Solitary is the champion of all pillow fort effects. Right off the bat, Solitary has two really rough abilities: We have to sacrifice it on each upkeeps unless we discard a card, and we skip our draw step. Both of these together mean that we are going down 1 card each turn, so we will eventually have to sacrifice it unless we can get cards in our hand in other ways. To make up for these really rough abilities, Solitary has two "},{"attributes":{"italic":true},"insert":"absolutely cracked"},{"insert":" abilities. We have shroud, and prevent all damage that would be dealt to us. This combination of abilities stops 95% of all strategies cold until Solitary is removed"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Swan Song"}},{"insert":" - Swan Song is considered an all-star counterspell, and for good reason. At 1 mana, it's super easy to hold up in case someone tries to remove Celeste, or wipe our board. The two biggest downsides are both not much of an issue. Giving our opponent a 2/2 flier "},{"attributes":{"italic":true},"insert":"might"},{"insert":" matter if we were playing draft, but in commander, a 2/2 flier is next to nothing. And only being able to counter instants, sorceries, and enchantments means that Swan Song is pretty defensive, but that's most of the the reason we want Swan Song in the first place"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Turn Aside"}},{"insert":" - This has the exact same text as Rebuff the Wicked from up above, so I won't rehash all of the same points, but it "},{"attributes":{"italic":true},"insert":"does"},{"insert":" have a tiny amount of game play difference. Firstly, holding up B will make our opponents more wary that we might be holding a counterspell than holding up W would. And secondly, as a blue card, we can pitch Turn Aside to "},{"insert":{"card-link":"March of Swirling Mist"}},{"insert":" where we can't pitch Rebuff"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Winged Boots"}},{"insert":" - This card is "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":", but actually good. Winged Boots give us two things that "},{"attributes":{"italic":true},"insert":"really"},{"insert":" want for Celeste: evasion and protection. The flying lets us attack much more freely into our enemies without fear of dying to blocks. And, while \"ward-4\" isn't "},{"attributes":{"italic":true},"insert":"technically"},{"insert":" the same as \"hexproof\", it's functionally the same as \"hexproof\". Nobody is going to want to spend 5 mana to "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" Celeste unless we are literally about to win the game"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nEvasion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"As I said above, before the \"Protection\" category, Celeste is our main game plan, so we need to keep him safe. To get more specific, Celeste "},{"attributes":{"bold":true},"insert":"attacking"},{"insert":" "},{"attributes":{"italic":true},"insert":"and"},{"insert":" "},{"attributes":{"bold":true},"insert":"surviving "},{"insert":"is our main game plan. While having 4 toughness might be enough to keep Celeste alive when he attacks on turn 4 or 5 if you're lucky, past turn 5 we really can't count on Celeste's innate toughness to keep him alive from blockers. This is where evasion comes Evasion allows us to to not have to worry about Celeste dying to a block or a combat trick, so we can get his attack trigger each turn. Evasion also lets us better choose which opponent we are attacking, and thus, choose which opponent chooses our piles. Picture this: we're playing against a "},{"insert":{"card-link":"Brago, King Eternal"}},{"insert":", a "},{"insert":{"card-link":"Baylen, the Haymaker"}},{"insert":", and a "},{"insert":{"card-link":"Glarb, Calamity's Augur"}},{"insert":". On turn 4, we're looking at who to attack, and we have no evasion. Everybody has played their commanders, so we can't attack the Baylen or the Glarb player since we'd die to blocks. We can still attack the Brago player, but we want to find a "},{"insert":{"card-link":"Torpor Orb"}},{"insert":" effect to slow down the Brago player, and they'll never give it to us. If we had evasion, we could attack the Baylen or Glarb player, who we know would "},{"attributes":{"italic":true},"insert":"love"},{"insert":" to give us a Torpor Orb effect to slow down our mutual opponent.\n\nThe evasion effects that I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Cover of Darkness"}},{"insert":" - Cover is great for us since we can name \"Rogue\" or \"Artificer\" and that will give Fear to Celeste "},{"attributes":{"italic":true},"insert":"and"},{"insert":" all of our clones. Fear isn't perfect, since there will usually be at least one black or artifact creature on the field, but it's pretty rare that all three of our opponents will have a black or artifact creature. Note that Cover doesn't need to be played on curve. Evasion isn't normally needed until turn 5 at the earliest, so it's usually best to use that mana to their advance our board in other ways, or to hold up mana for protection or removal"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" - I mentioned Delney above as a trigger doubler, but they pull double duty by making Celeste and all copies of him unblockable by creatures with power 3 or greater. This is, obviously, really good. That means that an opponent will either need to multi-block, or have a combat trick to kill Celeste. Neither of which really happen very often in commander"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"MacCready, Lamplight Mayor"}},{"insert":" - A solid evasion granter that also doubles as a pillow-fort effect. Skulk is great for us since Celeste and all of his clones only have 2 power. So, just like Delney's effect above, it'll require our opponents to double block or have a combat trick to kill Celeste on block. Additionally, MacCready's second ability should not be underrated. a 4-point life swing is enough to deter most moderately sized creatures from swinging our way"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Reconnaissance"}},{"insert":" - While Recon doesn't quite fit into what most people would consider \"evasion\" it absolutely counts for our purposes. In fact, Recon is actually the best \"evasion\" granter in our deck. It allows us to attack into whomever we choose without having to worry about dying to blocks to get our attack triggers. Recon also allows us to give Celeste pseudo-vigilance since we can remove him from combat and untap him during the end-of-combat step, which lets us get our attack trigger off "},{"attributes":{"bold":true},"insert":"and"},{"insert":" still keep blockers in reserve. All in all, it's a ridiculously effective \"evasion\" piece that grants pseudo-vigilance, is hard to remove, "},{"attributes":{"bold":true},"insert":"and"},{"insert":" only costs W"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ringsight"}},{"insert":"/"},{"insert":{"card-link":"Sauron's Ransom"}},{"insert":" - These cards each do different non-evasion things, but they're both here in the \"evasion\" category due to the \"The Ring tempts you\" ability. The first level of \"The Ring tempts you\" requires us to select a creature to be our \"ring barer\", and the ring barer cannot be blocked by creatures with greater power than it, which is just a long-winded way of saying \"we give a creature skulk\". Obviously, we are selecting Celeste to get skulk so he can slip by blockers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Shizo, Death's Storehouse"}},{"insert":" - I talked about Shizo in the Land section, so I won't fully rehash it, but giving Celeste \"fear\" will "},{"attributes":{"italic":true},"insert":"almost"},{"insert":" always give us an unobstructed attack, and 2 mana is a very fair rate"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Skrelv, Defector Mite"}},{"insert":" - Again, I talked about Skrelv up above in the Protection section, but he does also give evasion. It's not as good as protection, since Skrelv's ability has to be used before blockers are declared, but it's still pretty good"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Winged Boots"}},{"insert":" - Ward 4 is absolutely insane, it may as well be hexproof. Ward 4 means that your opponents are going to have to pay "},{"attributes":{"italic":true},"insert":"at"},{"insert":" "},{"attributes":{"italic":true},"insert":"least"},{"insert":" 5 mana to remove Celeste, if not more. If your opponents are running more expensive removal, like "},{"insert":{"card-link":"Beast Within"}},{"insert":", "},{"insert":{"card-link":"Generous Gift"}},{"insert":", or "},{"insert":{"card-link":"Chaos Warp"}},{"insert":" then they'll have to pay "},{"attributes":{"bold":true},"insert":"7 mana"},{"insert":" to remove Celeste. It is important to note that Ward is a triggered ability that counters the spell if the cost is not paid. That means that spells that can't be countered, like "},{"insert":{"card-link":"Void Rend"}},{"insert":", or spells that can counter triggered abilities, like "},{"insert":{"card-link":"Stifle"}},{"insert":", can bypass our Ward 4"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\nTutor"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our final category is tutors. Tutors get a bad rap in EDH for being \"boring\". But, to quote one of my favorite EDH video essayists, "},{"attributes":{"link":"https://www.youtube.com/@33elk"},"insert":"3/3 Elk"},{"insert":", tutors are only as boring as you are. If you consistently tutor for the same boring combo each game, then the problem is not the tutors; the problem is the boring combo. With that quick aside over, let's talk about why "},{"attributes":{"italic":true},"insert":"we're"},{"insert":" running tutors. Tutors serve two distinct purposes in this deck: They let us find our silver bullets, and they let us scare our opponents. We'll start with the more straightforward purpose: letting us find our silver bullets. Part of the reason that stax effects are so maligned in EDH is that a single effect can absolutely hose one opponent while not hindering the other two at a. In this situation, you've actually given an advantage to the unaffected opponent(s) since you've spent mana and cards to shut down only one player. As such, we don't want to be shutting down players randomly; we want to specifically target the opponent who is the biggest problem for us. The problem with that is that there aren't that many redundant effects for some silver bullets. For example, if the current problem opponent is a "},{"insert":{"card-link":"Teysa Karlov"}},{"insert":" aristocrats combo deck, we would "},{"attributes":{"italic":true},"insert":"really"},{"insert":" like to have our "},{"insert":{"card-link":"Rest in Peace"}},{"insert":" to stop all of the death triggers, and that's the only card in our deck with that effect. We would have to have an incredible amount of draw or filtering to reliably pull a \"one-of\" effect from our deck when we needed it. This is where our tutors come into play. By running tutors that can each find as many of our silver bullets as possible, we greatly increase our odds of having the correct silver bullet when we need it. The second reason that we are running tutors is because tutors lets us leverage our opponents' fear against them. With Celeste's attack trigger, revealing a tutor and putting it in its own pile can often scare our opponents into into giving us the other two face-down cards. This is great for our card advantage since we effectively just drew two cards, and card advantage is very important for us since we're playing a control deck that's looking to fight the whole table.\n\nThe tutors that I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" - It is important for a pure tutor, like Enlightened, to be able to grab a super wide variety of cards to maximize its usefulness. Enlightened can grab "},{"insert":{"card-link":"Reconnaissance"}},{"insert":" if we need some evasion, or it can grab "},{"insert":{"card-link":"Grasp of Fate"}},{"insert":"/"},{"insert":{"card-link":"Imprisoned in the Moon"}},{"insert":" if we need to remove an opponent's threat, or it can grab "},{"insert":{"card-link":"Skrelv, Defector Mite"}},{"insert":" if we need to protect Celeste from opposing hate, or it can grab "},{"insert":{"card-link":"Solitary Confinement"}},{"insert":" if we need to buy some time against an overwhelming opposing board, or it can grab "},{"insert":{"card-link":"Roaming Throne"}},{"insert":" to help propel us into a winning state. Not to mention that Enlightened can grab 10 of our 13 speedbumps. And all three of the speed bumps that it "},{"attributes":{"italic":true},"insert":"can't"},{"insert":" grab have duplicates that it can grab (as long as you don't need to turn off artifact ETBs with "},{"insert":{"card-link":"Doorkeeper Thrull"}},{"insert":" or planeswalker activated abilities with "},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":")"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" - This is a sleeper powerhouse. Not only is it a pretty usable protective counterspell, but it can also grab us a good spread of useful cards. It can grab "},{"insert":{"card-link":"Cover of Darkness"}},{"insert":"/"},{"insert":{"card-link":"MacCready, Lamplight Mayor"}},{"insert":" if we need evasion, or it can grab "},{"insert":{"card-link":"Dawn's Truce"}},{"insert":" if we need to protect our board, or it can grab "},{"insert":{"card-link":"Despark"}},{"insert":"/"},{"insert":{"card-link":"Fracture"}},{"insert":"/"},{"insert":{"card-link":"Soul Partition"}},{"insert":"/"},{"insert":{"card-link":"Vanishing Verse"}},{"insert":" if we need to remove an opponents threat, or, since MDFCs are considered spells while in your library, it can grab "},{"insert":{"card-link":"Razorgrass Ambush // Razorgrass Field"}},{"insert":" or "},{"insert":{"card-link":"Sejiri Shelter // Sejiri Glacier"}},{"insert":" if we need to hit our land drop in a pinch. Additionally, the vast majority of our speedbumps are 2 mana, so we can grab all but 3 of them"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" - Another pure tutor, so we need to make sure that it provides us a veritable toolbox full of tutor targets. The majority of our protection and removal is instant speed, so we can grab it with Mystical. "},{"insert":{"card-link":"Counterspell"}},{"insert":" acts as both a protection spell, and a removal spell if our opponents try to advance their board in a scary way. "},{"insert":{"card-link":"March of Swirling Mist"}},{"insert":" can phase out all of our creatures to protect them from a "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":". "},{"insert":{"card-link":"Slaughter the Strong"}},{"insert":" can put the brakes on an opponent who is over-committing to the board. "},{"insert":{"card-link":"Soul Partition"}},{"insert":" can hit an opponent's key combo piece or value engine at the most opportune time. Beyond just protection and removal, Mystical can find either "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" or "},{"insert":{"card-link":"Quantum Misalignment"}},{"insert":" if the game is currently in a stable state and we're looking to put some pressure on our opponents life total. We can also grab 6 of our 9 MDFC lands, which includes at least one bolt land of each color if we "},{"attributes":{"italic":true},"insert":"really"},{"insert":" need to guarantee that we get an untapped mana of a specific color. Additionally, our other tutors are also instants/sorceries. So, in a pinch, we can tutor for another tutor, which can find us the card that we "},{"attributes":{"italic":true},"insert":"actually"},{"insert":" want"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ringsight"}},{"insert":" - With Celeste in play, this card is awesome. It lets us tutor any card, that isn't colorless, to our hand. Additionally, it lets us choose Celeste as our Ring-bearer, giving them skulk. There are a couple of important things to note, however. The first is that colorless do not have a color at all and, thusly, cannot share a color with a legendary creature that we control. This means that some of our speedbumps cannot be tutored for like "},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" or "},{"insert":{"card-link":"Damping Sphere"}},{"insert":". We can still tutor for our MDFC lands, however, since they are considered to be their front side while in our library and their front sides have one or more colors. The second is that casting this spell makes Celeste an even juicier target for our opponents to remove since, if we have no other legendary creatures, the Ringsight would fizzle if Celeste were removed after we put it on the stack, effectively hitting us with a 2-for-1. With that in mind, we should be very wary of casting Ringsight without some form of protection for Celeste"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Vampiric Tutor"}},{"insert":" - Our third and final card from the "},{"attributes":{"link":"https://scryfall.com/search?q=otag%3Acycle-1mv-tutor&unique=cards&utm_source=tagger"},"insert":"1-mana tutor cycle"},{"insert":" and it's a banger. Obviously, this is one of the best tutors in the game and for good reason. For 1 mana and two life and at instant speed, we can pick any card from our library to be our next draw. We can pick the perfect silver bullet to kneecap the current threat, or the perfect piece of protection if we're the threat. Vampiric is an amazing card, but you already knew that"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Waterlogged Teachings // Inundated Archive"}},{"insert":" - As a tutor, Waterlogged is pretty overcosted, but remember that the floor of this tutor isn't an expensive tutor that can only grab instants and flash cards, the floor of this tutor is a tapped land. Focusing on the front-side, let's look at what we can grab with Waterlogged. Much of our interaction is in the form of instants, so we can grab counterspells, or targeted removal, or protection. Of course, we also have Vampiric Tutor, so we can always grab that if we really need to find a card that isn't an instant or flash. It is important to note that we do have a single flash creature in the form of "},{"insert":{"card-link":"Doorkeeper Thrull"}},{"insert":" and, since Waterlogged is an instant that tutors to hand, we can search it up and then cast it in response to our opponents casting a creature or artifact that would have a devastating ETB effect. It may not be very mana efficient, but it's worth it to save us from a "},{"insert":{"card-link":"Moonshaker Cavalry"}},{"insert":" on a wide board"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nNonbos"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our speed bumps are fantastic ways to slow down our opponents and give our gameplay the time it needs to develop properly. The majority of the speed bumps that we are running are symmetrical, since asymmetric versions of speed bumps cost much more mana. This means that they effect our opponents "},{"attributes":{"italic":true},"insert":"in addition"},{"insert":" to us. Even though these effects are symmetrical, we still get to break parity since we know which speed bumps we are playing, and can select our 99 accordingly. For example, you may notice that "},{"insert":{"card-link":"Atris, Oracle of Half-Truths"}},{"insert":" is an additional group effect that we could be running. A group effect that also comes with a blocker sounds like a good deal, until you realize that the group effect is in the form of an ETB ability and we are running 3 different symmetrical ETB stopping cards. With a torpor orb in play, Atris is just a 3/2 with menace for 2UB; an absolutely terrible card. This is an example of an \"anti-combo\" or a \"nonbo\" if you will. I've constructed this deck to try to severly limit the number of nonbos that exist for us, but some cards are powerful enough to warrant a spot in the list even if they "},{"attributes":{"italic":true},"insert":"are"},{"insert":" part of a nonbo. That being said, it is still good to be aware of the few nonbos that "},{"attributes":{"italic":true},"insert":"do"},{"insert":" exist so you can play around them accordingly\n\nThe Nonbos that I'm running:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Torpor Orb"}},{"insert":"/"},{"insert":{"card-link":"Hushbringer"}},{"insert":"/"},{"insert":{"card-link":"Doorkeeper Thrull"}},{"insert":" + "},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":"/"},{"insert":{"card-link":"Hydroelectric Specimen // Hydroelectric Laboratory"}},{"insert":": This one is pretty straight forward. The three cards on the left stop ETBs, and the two cards on the right have ETB abilities. Luckily for us, both of the cards on the right and MDFC lands, so we can just play them as a land if we have an ETB effect on board"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":"/"},{"insert":{"card-link":"Null Rod"}},{"insert":"/"},{"insert":{"card-link":"Stony Silence"}},{"insert":" + "},{"insert":{"card-link":"Peter Parker's Camera"}},{"insert":"/"},{"insert":{"card-link":"Skrelv, Defector Mite"}},{"insert":"/"},{"insert":{"card-link":"Vexing Bauble"}},{"insert":"/"},{"insert":{"card-link":"Winged Boots"}},{"insert":": Also pretty self-explanatory, so long as you remember that Skrelv is an artifact creature, so they get dinged here too. For Winged Boots, just remember that only the equip ability is an activated ability; once the boots are equipped, they don't fall off if you play one of the three cards on the left"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cursed Totem"}},{"insert":"/"},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":" + "},{"insert":{"card-link":"Skrelv, Defector Mite"}},{"insert":"/"},{"insert":{"card-link":"Mother of Runes"}},{"insert":"/"},{"insert":{"card-link":"Giver of Runes"}},{"insert":": These are the only creatures that have activated abilities in the list, but their abilities are very powerful, and always a bummer to have to turn off with on of the cards on the right"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" \n"}]}




































































































































































