spiritofroy
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Commander
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Commander
Dragonlord Ojutai
Flying
Dragonlord Ojutai has hexproof as long as it's untapped.
Whenever Dragonlord Ojutai deals combat damage to a player, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Dragonlord Ojutai has hexproof as long as it's untapped.
Whenever Dragonlord Ojutai deals combat damage to a player, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Legendary Creature - Elder Dragon

Commander
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Card Advantage
Kang Dynasty
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — For each opponent, tap up to one target creature that player controls. Goad those creatures. Until your next turn, whenever any of those creatures deals combat damage to a player, draw a card.
III — Target creature you control gets +1/+1 until end of turn for each card in your hand and can't be blocked this turn.
I, II — For each opponent, tap up to one target creature that player controls. Goad those creatures. Until your next turn, whenever any of those creatures deals combat damage to a player, draw a card.
III — Target creature you control gets +1/+1 until end of turn for each card in your hand and can't be blocked this turn.
Enchantment - Saga

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

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

Willie Lumpkin, Postman
Willie Lumpkin can't be blocked.
Whenever Willie Lumpkin deals combat damage to an opponent, you draw a card and that player may draw a card. If they do, that player can't attack you or permanents you control during their next turn.
Whenever Willie Lumpkin deals combat damage to an opponent, you draw a card and that player may draw a card. If they do, that player can't attack you or permanents you control during their next turn.
Legendary Creature - Human Citizen

Card Advantage
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Deterrent
Deterrent
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Evasion
Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery

Evasion
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Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Lifegain
Steel Seraph
Prototype — 3/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)
Flying
At the beginning of combat on your turn, target creature you control gains your choice of flying, vigilance, or lifelink until end of turn.
Flying
At the beginning of combat on your turn, target creature you control gains your choice of flying, vigilance, or lifelink until end of turn.
Creature Artifact - Angel

Lifegain
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Protection
Selfless Samurai
Whenever a Samurai or Warrior you control attacks alone, it gains lifelink until end of turn.
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature - Fox Samurai

Protection
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Ramp
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

Scholar of New Horizons
This creature enters with a +1/+1 counter on it.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
Creature - Human Scout

Ramp
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Removal
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

Unexplained Absence
For each player, exile up to one target nonland permanent that player controls. For each permanent exiled this way, its controller cloaks the top card of their library. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)
Instant

Removal
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Vigilance
The Spear of Bashenga
When The Spear of Bashenga enters, if there is no monarch, you become the monarch.
Equipped creature gets +2/+2 and has vigilance.
Whenever equipped creature attacks the monarch, destroy target tapped nonland permanent that player controls.
Equip
Equipped creature gets +2/+2 and has vigilance.
Whenever equipped creature attacks the monarch, destroy target tapped nonland permanent that player controls.
Equip
Legendary Artifact - Equipment

Vigilance
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Voltron Armor
Voltron Armor
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Maybeboard
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
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

Claim Jumper
Vigilance
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
Creature - Mercenary Rabbit

Cloudsteel Kirin
Flying
Equipped creature has flying and "You can't lose the game and your opponents can't win the game."
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Equipped creature has flying and "You can't lose the game and your opponents can't win the game."
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Kirin

Consult the Star Charts
Kicker (You may pay an additional as you cast this spell.)
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Instant

Dust Animus
Flying
If you control five or more untapped lands, this creature enters with two +1/+1 counters and a lifelink counter on it.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
If you control five or more untapped lands, this creature enters with two +1/+1 counters and a lifelink counter on it.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature - Spirit

Heliod, God of the Sun
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Other creatures you control have vigilance.
: Create a 2/1 white Cleric enchantment creature token.
As long as your devotion to white is less than five, Heliod isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to white.)
Other creatures you control have vigilance.
: Create a 2/1 white Cleric enchantment creature token.
Legendary Creature Enchantment - God

Lulu, Stern Guardian
Whenever an opponent attacks you, choose target creature attacking you. Put a stun counter on that creature.
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Human Wizard

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

Memory Deluge
Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant

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

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

Starwinder
Whenever a creature you control deals combat damage to a player, you may draw that many cards.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Leviathan

Sword of Forge and Frontier
Equipped creature gets +2/+2 and has protection from red and from green.
Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.
Equip
Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.
Equip
Artifact - Equipment

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

The Aetherspark
As long as The Aetherspark is attached to a creature, The Aetherspark can't be attacked and has "Whenever equipped creature deals combat damage during your turn, put that many loyalty counters on The Aetherspark."
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
Legendary Artifact Planeswalker - Equipment

The Eternal Wanderer
No more than one creature can attack The Eternal Wanderer each combat.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
Legendary Planeswalker

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Volatile Stormdrake
Flying, hexproof from activated and triggered abilities
When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get , then sacrifice that creature unless you pay an amount of equal to its mana value.
When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get , then sacrifice that creature unless you pay an amount of equal to its mana value.
Creature - Drake

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"It took some trial and error but I'm happy with the balance Ojutai is at now. It's more of a toolbox Voltron deck that keeps the commander very safe and gradually sculpts the perfect hand to close out the game, rather than the more popular Voltron strategies that try to turbo-charge their commander and one-shot people quickly (though late-game Ojutai will inevitably start one-shotting people). I find that this way he flies under the threat assessment radar until you have plenty of interaction in hand. \n\nThe most important considerations I had were: \n\t1) You don't want to miss land drops until late in the game. It feels awful to topdeck your fifth land, play Ojutai, and then have someone boardwipe, deferring your game plan until whenever you find two more lands. So I bumped the land count up to 39 lands and included a decent amount of card draw, especially repeatable card draw engines you can rely on in the early game. Once you've had Ojutai online for awhile you won't need other card draw sources as much anymore.\n\t2) You'll often want deterrents to stave off early aggro while you get Ojutai ready. So Propaganda/Fog Bank/Suppressor Skyguard can protect you from the Bellos of your pod. Late game they can also incentivize your opponents into taking each other out first, which is very ideal for Ojutai. In 1v1 he gets much stronger, especially after you've found all the interaction you'll need. \n\t3) I focused on land ramp to get more stable mana for the late game (also thins the deck which is very relevant for his damage trigger). If all of your ramp is mana rocks then one Vandalblast or Farewell can set you back quite a ways. So he's running the catch-up ramp package. The bonus is that this produces creatures which conveniently chump block. \n\t4) You want things to do at instant speed - since you'll often be holding up mana to protect Ojutai, it's nice if when nothing happens you can dump your mana into a Horizon of Progress, the draw modes of Spellgyre/Mystic Confluence, or the Unagi of Kyoshi Island. \n\t5) More than any other buff, Ojutai wants Vigilance the most. You want to be assured that you can get value off of him while keeping him hexproof, and if you can do that, you'll draw into ways to make him much stronger later. \n\nWincons include Blackblade Reforged/Tarrian's Soulcleaver plus Fireshrieker, though you might hold off on these until you're ready to 1v3 the table, because these will set off alarm bells. Tarrian's Soulcleaver is acceptable if you just need vigilance. Rogue's Passage is often necessary against opponents with fliers; or you can use Avatar's Wrath/Tragic Arrogance/Final Showdown to clear your opponents' boards that way. If you have Robe of Stars attached and the mana to activate it plus cast Farewell, that's often enough to at least take someone out. \n\nA fun weapon for him is The Spear of Bashenga. A big vigilant Ojutai likes being the monarch, and in the mid to late game this will make people think twice about attacking you, especially if they've already taken commander damage from Ojutai. It can also incidentally blow up tapped sol rings, attackers, mana dorks, etc. that your opponents would rather keep. \n\nThe general game plan is: \n\tMulligan to at least (3+ lands and playable card draw) or (3+ lands, ramp, and protection like Selfless Savior)\n\tT1-2: Get your tap lands out - play a value piece like Fog Bank, Faerie Mastermind, or Deep Gnome Terramancer\n\tT3-4: Play some ramp, if you have mana to spend you can get out some equipment for Ojutai once he arrives\n\tT5: Play Ojutai with some form of protection up, hope you untap\n\tT6: Give Ojutai vigilance or be holding counterspells and start sculpting the best hand you can for whatever the matchup is. \n\tThen from there the right moves depend a lot on the game state. What tools you tutor for are very important decisions, but there should be enough different kinds of targets in the deck that there will always be something helpful (Shadowspear is often the answer because of lifelink; if the board isn't too crazy and you can get Robe of Stars on him that's also very safe)\n\nTutor Targets\n\nEnlightened Tutor: \n\t1) Early game Ramp - Sol Ring, Archaeomancer's Map\n\t2) Early game card draw - Smuggler's Share, Trouble in Pairs, Mystic Remora if desperate\n\t3) Late game card draw - Mystic Remora\n\t4) Early game Deterrent - Ghostly Prison/Propaganda/Silent Arbiter\n\t5) Vigilance - Tarrian's Soulcleaver, Steel Seraph, Sword of Vengeance, Lotus Ring, The Spear of Bashenga for something more spicy, Bespoke Bo can bounce a problematic permanent\n\t6) Lifelink - Shadowspear, Steel Seraph\n\t7) Evasion - Haunted Cloak, Shadowspear, Sword of Vengeance\n\t8) Protection - Robe of Stars\n\t9) Buff (modest) - Sword of Vengeance, Lotus Ring, Bespoke Bo, The Spear of Bashenga\n\t10) Buff (big) - Fireshrieker, Blackblade Reforged, Tarrian's Soulcleaver\n\nOpen the Armory/Steelshaper's Gift:\n\t1) Vigilance - Tarrian's Soulcleaver, Sword of Vengeance, Lotus Ring, The Spear of Bashenga for something more spicy, Bespoke Bo can bounce a problematic permanent\n\t2) Lifelink - Shadowspear\n\t3) Evasion - Haunted Cloak, Shadowspear, Sword of Vengeance\n\t4) Protection - Robe of Stars\n\t5) Buff (modest) - Sword of Vengeance, Lotus Ring, Bespoke Bo, The Spear of Bashenga\n\t6) Buff (big) - Fireshrieker, Blackblade Reforged, Tarrian's Soulcleaver\n\nUrza's Saga: \n\t1) Sol Ring - for ramp\n\t2) Shadowspear - for lifelink/trample\n\t3) Tarrian's Soulcleaver - for vigilance/long-term buffs\n\nUrza's Cave: \n\t1) Witch's Clinic - for lifelink\n\t2) Talon Gates of Madara - for protection, or phasing out a problematic creature for one turn\n\t3) Azorius Chancery - if Talon Gates is already on the battlefield, you can bounce it and use it again - or get back Sink Into Stupor/Otawara/Eiganjo/Witch Enchanter\n\t4) Rogue's Passage - Unblockable\n\t5) Demolition Field - For a Nykthos/Glacial Chasm/Gaea's Cradle or some other annoying land\n\t6) Cavern of Souls - if someone's trolling and keeps countering Ojutai\n\nConsiderations: Guildless Commons, Single Combat, Shield of the Righteous, Flawless Maneuver, Maze of Ith, Brotherhood Regalia (for a more easily tutorable unblockable option)\n"}]}


































































































































































































