4816 views10 days ago
Commander
Size: 100Est cost: $191.28Salt sum: 32.76
 avatar

jellybean.marie

4816 views10 days ago
Commander
Size: 100Est cost: $191.28Salt sum: 32.76

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

{"ops":[{"attributes":{"bold":true},"insert":"Hylda of the Icy Crown Primer"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Primer updated October 2024. Change Log included at the bottom of this primer.\n\nBracket Description"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I set this deck as a 2, but honestly there are times it plays like a 3. It's incredibly strong against voltron strategies and has been optimized for tapping quite thoughtfully - it plays like a 3 in games against the right opponent when I'm focused. Other times, I choose to sacrifice 3 lands just to get out Marit Lage and end up with 2 mana available for the rest of the game. And don't get me wrong - Marit Lage is a very strong token, but she's only a single creature and she doesn't even have hexproof. This deck is intentionally restricted away from any infinite combos and can hang with most decks in brackets 2 or 3.\n\n"},{"attributes":{"italic":true,"bold":true},"insert":"Yeah, it could be meaner."},{"insert":"\nThis is an inherently oppressive deck. The strategies are built around consistently tapping your opponents’ creatures and keeping them tapped the whole game. One thing I kept in mind with this deck is that I did not want to keep my opponents from playing or enjoying the game in more ways than the obvious one (tapping them down). Because of that, I excluded several powerful cards that would be highly synergetic with my current deck list. If you like this build but wanna be even more of a stone cold killer (pun intended), check out the following:\n["},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":"] provides an near-infinite combo with Hylda if you have out ["},{"insert":{"card-link":"Junk Winder"}},{"insert":"], ["},{"insert":{"card-link":"Kapsho Kitefins"}},{"insert":"], ["},{"insert":{"card-link":"Court Street Denizen"}},{"insert":"], or ["},{"insert":{"card-link":"Opposition"}},{"insert":"]. The only limit is how many creatures your opponents have on the board. You can mass-tap the whole board each turn using no mana from your lands or artifacts. You’ll even get free elementals from the process!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Ghostly Prison"}},{"insert":"] and ["},{"insert":{"card-link":"Propaganda"}},{"insert":"] both tax your opponents for attacking you. These are insanely fun to combo with ["},{"insert":{"card-link":"Angel's Trumpet"}},{"insert":"] and ["},{"insert":{"card-link":"Mjölnir, Storm Hammer"}},{"insert":"]. You’re basically giving your opponents a choice between attacking each other, or taking non-combat damage on their turn and again on yours. If you’re only playing against one opponent, you’re taxing them like crazy with either mana or damage, their choice."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Winter Orb"}},{"insert":"] - if you haven’t seen this card before, you should go look at it. Also known as one of the saltiest cards in the history of Magic. An artifact-based Hylda deck is basically made for this card. Your opponents can’t do anything except cry."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"underline":true},"insert":"General Hylda Strategies"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nHylda's Triggers"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Focus on Tokens"},{"insert":"\nWhile all of Hylda's abilities are useful at different points in any given game, my favorite playstyle emphasizes Hylda's 4/4 token generation with a go-wide strategy. Several cards in the deck loop with Hylda so that her token generation triggers another tap: ["},{"insert":{"card-link":"Court Street Denizen"}},{"insert":"], ["},{"insert":{"card-link":"Kapsho Kitefins"}},{"insert":"], and ["},{"insert":{"card-link":"Junk Winder"}},{"insert":"]. Another benefit to generating tokens is fuel for ["},{"insert":{"card-link":"Opposition"}},{"insert":"], which allows you to tap one of your creatures to tap an opponent's creature."},{"attributes":{"color":"#e60000"},"insert":" "},{"insert":"This go-wide strategy relies on Hylda to function, but if you can maintain your board state, your opponents' creatures will be tapped down when you swing with all of your 4/4's.\n"},{"attributes":{"italic":true,"bold":true},"insert":"Scry Subtheme"},{"insert":"\nThe ability that is relied on and buffed second-most in this deck is scry. I've included cards besides Hylda that allow you to scry: ["},{"insert":{"card-link":"Marit Lage's Slumber"}},{"insert":"], ["},{"insert":{"card-link":"Sonic Screwdriver"}},{"insert":"], and ["},{"insert":{"card-link":"Elvish Mariner"}},{"insert":"]. There are also cards that benefit from scrying. ["},{"insert":{"card-link":"Elvish Mariner"}},{"insert":"] will loop with Hylda so that I can keep tapping opponents' creatures if I utilize Hylda's scry ability. ["},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":"] is an efficient win con in this deck, and the additional cards that allow me to scry help it pop off even quicker. ["},{"insert":{"card-link":"Eligeth, Crossroads Augur"}},{"insert":"] will turn each scry into a draw, although this does remove the loop from ["},{"insert":{"card-link":"Elvish Mariner"}},{"insert":"]. \nThe following cards are not usually included in my deck, but they support the scry subtheme and I would recommend them if you expect to use Hylda's 3rd ability frequently: ["},{"insert":{"card-link":"Runic Shot"}},{"insert":"] offers some nice removal; ["},{"insert":{"card-link":"Plunge into Winter"}},{"insert":"] is a fun instant that does a tap, scry, and draw all in one; ["},{"insert":{"card-link":"Tolarian Kraken"}},{"insert":"] provides a loop with Hylda using her scry ability and combos well with ["},{"insert":{"card-link":"Mind Over Matter"}},{"insert":"].\n"},{"attributes":{"italic":true,"bold":true},"insert":"Meh... Counters are an option too..."},{"insert":"\nI think I'm just more of a go-wide girlie than a go-tall girlie. I do enjoy having ["},{"insert":{"card-link":"Solitary Sanctuary"}},{"insert":"] on the board, and the passive buff provides consistent benefit. I lean more into Hylda's counter ability if I have ["},{"insert":{"card-link":"Champion's Helm"}},{"insert":"] equipped to her and am trying to make her a threat. If I have ["},{"insert":{"card-link":"Angel's Trumpet"}},{"insert":"] on the board, it is better to have fewer, strong creatures than to have a lot of weaker creatures; I'll pump using Hylda's counter ability in that case too. \nI originally had ["},{"insert":{"card-link":"Resourceful Defense"}},{"insert":"] included in the deck, but I took it out because I was not getting counters on the board consistently enough. This would be a good option to add back in if you expect to utilize Hylda's 2nd ability, especially since it combos well with ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"].\n\nWhen to Tap"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Opponents Combat Phase"},{"insert":"\nThe superior time to tap our opponents' creatures is at the beginning of their combat step, before attackers are declared; this is only possible at instant speed or if a card triggers on opponents' combat phases. Tapping during an opponent's combat phase makes the targeted creature ineligible to attack during combat, and this ensures they stay tapped and cannot block through your next combat phase (as long as your opponent does not manually untap them). The best case for a single-tap effect with no added ability is to remove the creature as an attacker and as a blocker. \nSeveral cards trigger an opportunity to tap a creature, including ["},{"insert":{"card-link":"Citadel Siege"}},{"insert":"], ["},{"insert":{"card-link":"Timin, Youthful Geist"}},{"insert":"], and ["},{"insert":{"card-link":"Sentinel of the Eternal Watch"}},{"insert":"]. These are some of my favorite cards because they offer free, perfectly timed taps to trigger Hylda's ability. Activated abilities of creatures that require tapping the creature to activate are limited by summoning sickness, but triggered abilities begin the moment the creature hits the battlefield. Because creatures are affected by summoning sickness, I mostly prefer artifacts to trigger taps at instant speed like ["},{"insert":{"card-link":"Hylda's Crown of Winter"}},{"insert":"], ["},{"insert":{"card-link":"Icebind Pillar"}},{"insert":"], ["},{"insert":{"card-link":"Scepter of Dominance"}},{"insert":"], ["},{"insert":{"card-link":"Icy Manipulator"}},{"insert":"], and even ["},{"insert":{"card-link":"Pacification Array"}},{"insert":"]. Still, there are a few creatures who are great options for an activated tap ability. ["},{"insert":{"card-link":"Law-Rune Enforcer"}},{"insert":"] and ["},{"insert":{"card-link":"Rimewind Taskmage"}},{"insert":"] are excellent options because their cheap CMC ensures we can get them out well before our commander in an opening hand (and thus we are less hindered by summoning sickness), and they cost a colorless mana to activate. \nI took this card out of the main deck, but ["},{"insert":{"card-link":"Sunstrike Legionnaire"}},{"insert":"] can be a fun option because there is potential to use him multiple times in a turn, with no additional cost to activate his ability. I do find his tapping/untapping dynamic difficult to track amongst all the tapping chaos, and the 3 CMC limit on his ability does restrict the functionality. He's worthwhile to consider if you frequently engage in multiplayer games or with opponents who play token decks.\n"},{"attributes":{"italic":true,"bold":true},"insert":"On Our Turn"},{"insert":"\nOther options for tap timing are tapping at sorcery speed or tapping during our combat phase. This is a suboptimal option because we cannot restrict our opponents from attacking during their combat. Still, some cards are worthwhile because removing blockers via tapping is quite useful for our own combat. ["},{"insert":{"card-link":"Dreamshackle Geist"}},{"insert":"] and ["},{"insert":{"card-link":"Cone of Cold"}},{"insert":"] are both good options because they have the possibility of prolonging a tap effect on our opponents' creatures. ["},{"insert":{"card-link":"Teferi, Who Slows the Sunset"}},{"insert":"] offers versatility by allowing us to untap our own artifacts, creatures, and lands in addition to tapping our opponents' creatures. \n["},{"insert":{"card-link":"Bond of Discipline"}},{"insert":"] is an OK option because it offers the added benefit of lifegain on our combat phase, even though our opponents' creatures will untap and be able to attack us on their turn. I ended up taking this card out of the main deck in favor of some instants - the lifegain struck fear into my opponents but did not offer a large enough advantage to make up for being targeted afterwards.\n"},{"attributes":{"italic":true,"bold":true},"insert":"Does it matter? Stun Counters, Baby"},{"insert":"\nEven better than perfectly timing a tap is prolonging a tap for an extra turn. We can do that with any card that distributes stun counters, says 'doesn't untap during its controllers next untap step', or says 'doesn't untap for as long as you control [card name]'. \nI run several cards that put stun counters on creatures, including ["},{"insert":{"card-link":"Sharae of Numbing Depths"}},{"insert":"], ["},{"insert":{"card-link":"Lost in the Maze"}},{"insert":"], ["},{"insert":{"card-link":"Solitary Sanctuary"}},{"insert":"], and ["},{"insert":{"card-link":"Mjölnir, Storm Hammer"}},{"insert":"]. While I don't prioritize stun counter functionality alone, each of these have other added benefits that just make the stun counter a cherry on top. An interesting thing to note about stun counters is that they can be incremented with proliferate, so this functionality becomes more beneficial when playing in a pod who has a proliferate player or highlighting the proliferate mechanic in your own deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Several cards tap an opponent's creature and say 'doesn't untap during its controller's next untap step'. This is different from a stun counter, since a proliferate ability cannot prolong the tap effect. It is also a slightly weaker debuff than a stun counter: if an opponent would untap their creature BEFORE their next untap step, a stun counter would prevent that while a 'next untap step' card would not. Still, I run several cards with this wording including ["},{"insert":{"card-link":"Cone of Cold"}},{"insert":"], ["},{"insert":{"card-link":"Tamiyo, the Moon Sage"}},{"insert":"], ["},{"insert":{"card-link":"Junk Winder"}},{"insert":"], ["},{"insert":{"card-link":"Frostwalk Bastion"}},{"insert":"], and ["},{"insert":{"card-link":"Dreamshackle Geist"}},{"insert":"]. Any of these cards will take a creature out for at least one of your combat phases and at least one of your opponent's combat phases - more if you time it right."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"The last kind of doesn't-untap phrasing that may be included on a card equates to 'doesn't untap for as long as you control'. ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Time of Ice"}},{"attributes":{"color":"#ffffff"},"insert":"] is a perfect example of this, where creatures tapped using ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Time of Ice"}},{"attributes":{"color":"#ffffff"},"insert":"] do not untap for as long as we control ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Time of Ice"}},{"attributes":{"color":"#ffffff"},"insert":"]. This card is also great because it serves as a board wipe for all those tapped creatures just before the saga is complete and we lose control of the card. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSpellslinger vs Perma-Taps"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The two main strategies to play with Hylda are throwing one-off tap spells around (using instants and sorceries) or establishing permanents that can repeat-tap opponents' creatures. This deck list mostly contains permanents that can be activated to tap my opponents' creatures, or permanents that allow me to tap my opponents' creatures on a trigger.\n"},{"attributes":{"italic":true,"bold":true},"insert":"Spellslinger"},{"insert":"\nThis strategy tends to bode well with a heavy emphasis on draw and Hylda's scry ability. You can consistently get new spells in your hand to tap opponents' creatures. The benefit to this strategy is that you are less susceptible to removal because your opponents must be running counterspells specifically; you can also run more board wipes because you will have fewer permanents. Many of spellslinger tap spells are at instant speed, which allows you to shut your opponents down at the ideal time. \nWhile spellslinger taps are not the primary focus of my deck, I do run several cards that are great for this type of deck: ["},{"insert":{"card-link":"Blustersquall"}},{"insert":"], ["},{"insert":{"card-link":"Githzerai Monk"}},{"insert":"], ["},{"insert":{"card-link":"Cryptic Command"}},{"insert":"], ["},{"insert":{"card-link":"Ensnare"}},{"insert":"], and ["},{"insert":{"card-link":"Cone of Cold"}},{"insert":"].\n"},{"attributes":{"italic":true,"bold":true},"insert":"Let Permanents do the Tapping"},{"insert":"\nMy preferred strategy is to establish a board presence with permanents that can repeatedly tap my opponents' creatures, either for free or for very little mana. Artifacts, enchantments, creatures, and even planeswalkers are all capable of contributing to this strategy, and I include many of each in the deck. The two abilities that can initiate a tap from these card types are triggered and activated abilities.\nA triggered tap effect will allow us to consistently tap an opponent's creature when a certain condition is met, often for free. Enchantments and creatures are mostly the cards with triggered tap effects. Although, I do have one artifact ["},{"insert":{"card-link":"Angel's Trumpet"}},{"insert":"] that allows us to tap opponents' creatures if they did not attack that turn. Some cards trigger during combat phases, such as ["},{"insert":{"card-link":"Dreamshackle Geist"}},{"insert":"], ["},{"insert":{"card-link":"Citadel Siege"}},{"insert":"], ["},{"insert":{"card-link":"Timin, Youthful Geist"}},{"insert":"], and ["},{"insert":{"card-link":"Sentinel of the Eternal Watch"}},{"insert":"]. Other cards trigger from combat damage or attacking, such as ["},{"insert":{"card-link":"Frostwalk Bastion"}},{"insert":"] and ["},{"insert":{"card-link":"Mjölnir, Storm Hammer"}},{"insert":"]. The ideal situation is a triggered tap effect that interacts with scrying or token generation, as these create a loop with Hylda's abilities. ["},{"insert":{"card-link":"Elvish Mariner"}},{"insert":"] can create a loop with Hylda's scry ability; ["},{"insert":{"card-link":"Court Street Denizen"}},{"insert":"], ["},{"insert":{"card-link":"Kapsho Kitefins"}},{"insert":"], and ["},{"insert":{"card-link":"Junk Winder"}},{"insert":"] can all create a loop with Hylda's token ability."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An activated tap effect requires a payment to trigger the ability to tap an opponent's creature. The effect is often at instant-speed, which is great for managing our tap timing. Many artifacts and creatures in this deck boast activated tap effects. ["},{"insert":{"card-link":"Hylda's Crown of Winter"}},{"insert":"] and ["},{"insert":{"card-link":"Icy Manipulator"}},{"insert":"] are excellent options because they only require a colorless mana to activate; ["},{"insert":{"card-link":"Icebind Pillar"}},{"insert":"] is also an excellent choice in this deck because almost every land (and many of the mana rocks) is snow. ["},{"insert":{"card-link":"Law-Rune Enforcer"}},{"insert":"] and ["},{"insert":{"card-link":"Rimewind Taskmage"}},{"insert":"] are my two favorite activated tap abilities on creatures because they only cost a colorless mana to activate. ["},{"insert":{"card-link":"Azorius Guildmage"}},{"insert":"] is very expensive for a tap ability, but it does not require you to tap ["},{"insert":{"card-link":"Azorius Guildmage"}},{"insert":"] (so we can use the ability multiple times in a round), and it offers the possibility of countering an opponent's activated ability. Speaking of expensive tap abilities, check out ["},{"insert":{"card-link":"Verity Circle"}},{"insert":"]. It is one of my only enchantments that offers an activated tap, but we certainly do not keep it in the deck for that ability: ["},{"insert":{"card-link":"Verity Circle"}},{"insert":"] is best for the draw ability. ["},{"insert":{"card-link":"Opposition"}},{"insert":"] is my other enchantment with an activated ability, and it is considered the golden child of Hylda tap effects. There is no limit to how many times you can activate the ability in a round, and it synergizes well with Hylda's token creation. Planeswalker abilities, like that of ["},{"insert":{"card-link":"Tamiyo, the Moon Sage"}},{"insert":"] and ["},{"insert":{"card-link":"Teferi, Who Slows the Sunset"}},{"insert":"], are also activated abilities. However, these are limited because planeswalker abilities can only be activated at sorcery speed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Vulnerabilities and Suggestions"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Card Vulnerabilities"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The cards that make this deck most vulnerable are spells attempt to remove Hylda, artifacts and enchantments that give opponents significant advantage, creatures who have passive or activated abilities that do not depend on attacking, and cards that have or give hexproof. \n"},{"attributes":{"italic":true,"bold":true},"insert":"Protection for Hylda"},{"insert":"\nHylda is going to be a massive target on most tables, and anyone playing her will get an onslaught of removal spells thrown at them. Because of this, I run a healthy catalog of counterspells, hexproof buffs, and Hylda-substitutes. \nCounterspells are particularly effective in a Hylda deck because we should have mana available on our opponent's turn (to activate Hylda's ability and to instant-speed tap during their combat phase). Our bread-and-butter counterspells are going to be ["},{"insert":{"card-link":"Stubborn Denial"}},{"insert":"] and ["},{"insert":{"card-link":"No More Lies"}},{"insert":"]. These are both cheap options, and ["},{"insert":{"card-link":"Stubborn Denial"}},{"insert":"] is particularly good because we will almost always have a 4/4 out. ["},{"insert":{"card-link":"Whirlwind Denial"}},{"insert":"] is a bit more expensive at 3 CMC but allows us to also counter an ability. This comes in handy when an activated ability seeks to ruin our board state but can't be countered with a generic counterspell. ["},{"insert":{"card-link":"Cryptic Command"}},{"insert":"] is a more flexible counterspell that can serve as removal or mass-tap in a pinch."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"The second line of defense against haters is giving our creatures hexproof. Hylda gets targeted removal thrown at her the most because opponents (wrongly) assume the deck will fail without her. ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Champion's Helm"}},{"attributes":{"color":"#ffffff"},"insert":"] is a great card for Hylda because it buffs her commander damage, has a cheap equip cost, and prevents opponents from targeting her. ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Lost in the Maze"}},{"attributes":{"color":"#ffffff"},"insert":"] provides a permanent condition for hexproofing all of our creatures - we just need to tap them ourselves at instant speed if they're targeted. While I excluded it from my main deck, ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"You See a Guard Approach"}},{"attributes":{"color":"#ffffff"},"insert":"] is a great addition because we can use it as protection if we need to, but we can also use it as a one-time tap effect if we already have ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Champion's Helm"}},{"attributes":{"color":"#ffffff"},"insert":"] or ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Lost in the Maze"}},{"attributes":{"color":"#ffffff"},"insert":"]. ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Clever Concealment"}},{"attributes":{"color":"#ffffff"},"insert":"] is also excluded from my main deck and is not quite hexproof (it's better) but belongs in this category of protection as an excellent option for the deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"People will think a deck based on Hylda requires Hylda to function, so I try to use that to my advantage. I included cards that will benefit from the exact same triggers that Hylda benefits from so that my side of the board is always improved by tapping other people's creatures, whether or not I have my commander. ["},{"insert":{"card-link":"Rhoda, Geist Avenger"}},{"insert":"] and ["},{"insert":{"card-link":"Gideon's Avenger"}},{"insert":"] both get bigger as I tap opponents' creatures. ["},{"insert":{"card-link":"Solitary Sanctuary"}},{"insert":"] can buff any creature I choose on tap triggers. ["},{"insert":{"card-link":"Verity Circle"}},{"insert":"] and ["},{"insert":{"card-link":"Sharae of Numbing Depths"}},{"insert":"] both provide draw, and ["},{"insert":{"card-link":"Palliation Accord"}},{"insert":"] gives some really nice protection. If my commander is removed to the point that I cannot play her again, I treat ["},{"insert":{"card-link":"Willbreaker"}},{"insert":"] as a substitute commander. She completely overrides any ability that benefits from tapping opponents' creatures since the thief ability resolves first, but I've won games with her after opponents hated my commander off the board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Removing Threats"},{"insert":"\nThis deck includes several targeted removal spells to deal with artifacts, enchantments, and creatures that have threatening triggered, passive, or activated abilities. We must use these removals wisely and assess threats with care. Remember, a 50/50 Beast Token will never be a threat to Hylda, but an enchantment that gives our opponent's board hexproof is an emergency-level threat. Anything that shuts down Hylda or allows opponents to grow faster than we can tap should be dealt with. We have a few types of targeted removal: temporary combat removal, permanent combat removal, creature removal, and artifact/enchantment removal.\n"},{"attributes":{"color":"#ffffff"},"insert":"Most cards in this deck are tap effects, which will temporarily remove a creature from combat situations. These cards are typically an instant spell, sorcery spell, triggered ability, or activated ability. The majority of creatures that belong to our opponents will be handled with this form of removal. It is particularly effective against creatures that rely on attacking or doing combat damage for a special effect to take place. Beware of creatures who have abilities that require the owner to tap the creature - our opponent can do this at instant speed to keep us from earning our tap trigger on Hylda."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"Some creatures are just too powerful in combat to risk a turn where they are not tapped down, and we must permanently remove them from combat. There are two cards that will guarantee a creature will never be declared as an attacker: ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Curse of Chains"}},{"attributes":{"color":"#ffffff"},"insert":"] and ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Winter's Rest"}},{"attributes":{"color":"#ffffff"},"insert":"]. ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Curse of Chains"}},{"attributes":{"color":"#ffffff"},"insert":"] is the more powerful of the two because the creature will re-tap each turn, providing a trigger for Hylda's ability. However, for mana dorks or creatures with a powerful activated ability requiring a tap, it is best to never allow these to untap. ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Winter's Rest"}},{"attributes":{"color":"#ffffff"},"insert":"] ensures a tap ability can never be activated and counts as a snow permanent for ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Marit Lage's Slumber"}},{"attributes":{"color":"#ffffff"},"insert":"]. "},{"insert":"This type of removal is also ideal to use against our opponents' commanders, ensuring they cannot be brought back from the command zone un-hindered."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hylda wants opponents to have creatures on the board so that she can tap them. However, some creatures are not meant to do combat damage and instead wreak havoc with their abilities. Tapping a creature is useless if they have a passive ability that deals non-combat damage to us each end-step. These creatures need to be removed from the board, not just tapped. ["},{"insert":{"card-link":"On Thin Ice"}},{"insert":"] is a personal favorite of mine in this deck because it gets around indestructible, and it also counts as a snow permanent for ["},{"insert":{"card-link":"Marit Lage's Slumber"}},{"insert":"]. ["},{"insert":{"card-link":"Runic Shot"}},{"insert":"] can target any tapped creature and even provides an opportunity to scry. ["},{"insert":{"card-link":"Mouth of Ronom"}},{"insert":"] is a great little snow land that can take out a creature with toughness 4 or less (or serve as a combat trick to help take out a larger creature). I generally reserve ["},{"insert":{"card-link":"Stroke of Midnight"}},{"insert":"] for non-creature removal, but it can also be used for creature removal in a pinch."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The permanents that have the highest possibility of ruining Hylda's board state are artifacts and enchantments. In individual cases of a threatening artifact or enchantment, use targeted permanent removal to avoid affecting our side of the board, since this deck also runs a lot of artifacts and enchantments. ["},{"insert":{"card-link":"Stroke of Midnight"}},{"insert":"] should be able to handle most problematic permanents. ["},{"insert":{"card-link":"Dismantling Wave"}},{"insert":"] and ["},{"insert":{"card-link":"Return to Dust"}},{"insert":"] are going to be able to take care of several artifacts or enchantments at once."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Removing Hexproof"},{"insert":"\nThere is also the niche, but terrifying, possibility of our opponents giving their permanents hexproof or shroud. We won't be able to utilize any of the deck's advantage (besides Marit Lage, potentially) unless we can target creatures to tap them. If there is a permanent that gives our opponent this protection, we can remove that permanent using any removal outlined above. If this is not possible and we must live with hexproof or shroud staying on the board, we can utilize ["},{"insert":{"card-link":"Arcane Lighthouse"}},{"insert":"] or ["},{"insert":{"card-link":"Detection Tower"}},{"insert":"] to remove it on a turn-by-turn basis.\n\nStrategy Vulnerabilities"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The strategies that can shut this deck down are go-wide (too many creatures for us to tap) or creature-light (not enough fuel for our triggers). There are two general board wipes to deal with either of these states: ["},{"insert":{"card-link":"Evacuation"}},{"insert":" ] and ["},{"insert":{"card-link":"Dismantling Wave"}},{"insert":"]. \nGo-wide strategies often rely on token generation, so ["},{"insert":{"card-link":"Evacuation"}},{"insert":"] will eliminate any tokens that have spiraled out of control. Returning creatures to the hand, rather than destroying them, ensures our opponent can re-cast at a reasonable pace and we will have creatures to tap. Something to note here is that there are other ways to deal with Go-Wide in this deck: ["},{"insert":{"card-link":"Time of Ice"}},{"insert":"] and ["},{"insert":{"card-link":"Sunblast Angel"}},{"insert":"] both remove tapped creatures. If we can cast ["},{"insert":{"card-link":"Blustersquall"}},{"insert":"], ["},{"insert":{"card-link":"Githzerai Monk"}},{"insert":"], ["},{"insert":{"card-link":"Cryptic Command"}},{"insert":"], or ["},{"insert":{"card-link":"Cone of Cold"}},{"insert":"] with a dice roll of 10+ just before ["},{"insert":{"card-link":"Time of Ice"}},{"insert":"] or ["},{"insert":{"card-link":"Sunblast Angel"}},{"insert":"], then we are looking at a perfectly tailored creature board wipe. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Since non-combat damage and creature-light decks often rely on artifacts and enchantments, the cycling version of ["},{"insert":{"card-link":"Dismantling Wave"}},{"insert":"] should temporarily shut down that strategy. It also cannot be countered because we are not casting it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nWin Conditions"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"1. ["},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":"]"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This win condition is difficult to pull off without Hylda but incredibly straightforward with her. All we have to do after playing AotSS the first time is trigger Hylda twice with her scry ability and put all cards we scry at the bottom of our library. We will have blown through the top 6 cards of our library. Our next turn, we will draw ["},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":"] and have our mana free to re-play it. \nThere are a few other cards that allow us to scry - ["},{"insert":{"card-link":"Marit Lage's Slumber"}},{"insert":"], ["},{"insert":{"card-link":"Sonic Screwdriver"}},{"insert":"], and ["},{"insert":{"card-link":"Elvish Mariner"}},{"insert":"] - but they are not as fast as Hylda. It is best for us to have at least 9 mana available when we play AotSS for the first time because the card costs 7 and we'll want to trigger Hylda twice in the same round.\n\n2. Marit Lage "},{"attributes":{"header":2},"insert":"\n"},{"insert":"We can get the beautiful Marit Lage token with the ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"] and ["},{"insert":{"card-link":"Thespian's Stage"}},{"insert":"] combo or with ["},{"insert":{"card-link":"Marit Lage's Slumber"}},{"insert":"]. \nIf we have ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"] and ["},{"insert":{"card-link":"Thespian's Stage"}},{"insert":"] on the board, we can utilize the ["},{"insert":{"card-link":"Thespian's Stage"}},{"insert":"] ability to copy ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"]. The legendary rule triggers, and we can choose to sacrifice the original ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"]. Since the copy did not enter the battlefield, it does not have any counters. The copy is immediately sacrificed to create a Marit Lage token. This land combo is emphasized in the deck with several tutors. ["},{"insert":{"card-link":"Search for Glory"}},{"insert":"] can fetch ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"], or we can fetch any other snow, legendary, or saga in a pinch; ["},{"insert":{"card-link":"Expedition Map"}},{"insert":"], ["},{"insert":{"card-link":"Tolaria West"}},{"insert":"], and ["},{"insert":{"card-link":"Urza's Cave"}},{"insert":"] can fetch both ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"] and ["},{"insert":{"card-link":"Thespian's Stage"}},{"insert":"]."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Marit Lage's Slumber"}},{"insert":"] is a much slower play to get a Marit Lage token. Having 10 snow permanents is a difficult feat, especially if we are playing an aggressive opponent. The added ability to scry whenever we drop a snow land (or any other snow permanent) makes this card worthwhile to me. Because we want as many snow lands as possible, I was very picky about the utility lands I included in the decklist. If it is not a snow land, it adds essential functionality to our cause (like removing hexproof). Since we are mostly running basic lands, ["},{"insert":{"card-link":"Arcum's Astrolabe"}},{"insert":"] comes in handy early-game (and the 1-cost draw 1 is a great added benefit). A few cards were included in place of other options, specifically because they are snow permanents: ["},{"insert":{"card-link":"Winter's Rest"}},{"insert":"], ["},{"insert":{"card-link":"On Thin Ice"}},{"insert":"], ["},{"insert":{"card-link":"Squall Drifter"}},{"insert":"], and ["},{"insert":{"card-link":"Replicating Ring"}},{"insert":"]. Other cards are great additions to the tap side of this deck, and it's just a happy coincidence that they are also snow permanents: ["},{"insert":{"card-link":"Icebind Pillar"}},{"insert":"] and ["},{"insert":{"card-link":"Frostwalk Bastion"}},{"insert":"]."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"3. Go Wide Army "},{"attributes":{"header":2},"insert":"\n"},{"insert":"Going wide with 4/4 elementals works well here - especially after a mass-tap like ["},{"insert":{"card-link":"Blustersquall"}},{"insert":"], ["},{"insert":{"card-link":"Githzerai Monk"}},{"insert":"], ["},{"insert":{"card-link":"Cryptic Command"}},{"insert":"], ["},{"insert":{"card-link":"Ensnare"}},{"insert":"] or ["},{"insert":{"card-link":"Cone of Cold"}},{"insert":"]. However, this strategy generally relies on your commander. Cards that buff with counters like ["},{"insert":{"card-link":"Solitary Sanctuary"}},{"insert":"], ["},{"insert":{"card-link":"Gideon's Avenger"}},{"insert":"], and ["},{"insert":{"card-link":"Rhoda, Geist Avenger"}},{"insert":"] can help create a threatening combat presence on your board, even without your commander. ["},{"insert":{"card-link":"Mjölnir, Storm Hammer"}},{"insert":"] will provide some assistance dealing damage to our opponents across the board as we try to take them out by attacking during combat.\n\n\nChange Log"},{"attributes":{"header":1},"insert":"\n"},{"insert":"11/7/24 "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Replaced "},{"attributes":{"color":"#ffffff"},"insert":"["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Winter's Rest"}},{"attributes":{"color":"#ffffff"},"insert":"] with ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Split Up"}},{"attributes":{"color":"#ffffff"},"insert":"]. While WR is a good option for permanent tapping and providing a snow permanent to buff ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Marit Lage's Slumber"}},{"attributes":{"color":"#ffffff"},"insert":"], WR ultimately does not provide recursive tapping for Hylda to capitalize on. ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Sunblast Angel"}},{"attributes":{"color":"#ffffff"},"insert":"] is one of the most useful cards in this deck, and ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Split Up"}},{"attributes":{"color":"#ffffff"},"insert":"] is just an improved reprint for our purposes. Once the Duskmourn set was released, this was an easy swap to make."},{"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"12/3/24"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Replaced ["},{"insert":{"card-link":"Sonic Screwdriver"}},{"insert":"] with ["},{"insert":{"card-link":"Brave the Sands"}},{"insert":"]. BtS was in my very first iteration of this deck, but I ended up taking it out because it was not directly related to tapping. However, several of my creatures can tap themselves to tap an opponent's creature, so having ["},{"insert":{"card-link":"Brave the Sands"}},{"insert":"] out means I can attack with my creatures on my turn and also tap them on my opponent's turn. Since the strategy of this deck is to tap opposing creatures to get through in combat, I typically have only a few creatures out at a time. Being able to double block with my 4/4s does a lot to buff my board against go-wide strategies. ["},{"insert":{"card-link":"Sonic Screwdriver"}},{"insert":"] is a really fun mana rock, but I've never used any of the supplementary abilities, so it was next on the chopping block.\n2/4/25"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Replaced ["},{"insert":{"card-link":"Tolaria West"}},{"insert":"] with a basic snow island. I put in this non-basic to function as a tutor for ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"] or ["},{"insert":{"card-link":"Thespian's Stage"}},{"insert":"]. However, I already have 3 cards that tutor those lands: ["},{"insert":{"card-link":"Expedition Map"}},{"insert":"], ["},{"insert":{"card-link":"Urza's Cave"}},{"insert":"], and ["},{"insert":{"card-link":"Search for Glory"}},{"insert":"]. Each of those tutors can pivot to searching for many other cards if I’m not angling for Marit Lage, and ["},{"insert":{"card-link":"Urza's Cave"}},{"insert":"] is perfectly good to just play as a land. However, ["},{"insert":{"card-link":"Tolaria West"}},{"insert":"] comes in tapped, and that’s a huge disadvantage in a deck where I can squeeze more value out of my commander with every single mana I have, every single turn.\n3/1/25"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Replaced ["},{"insert":{"card-link":"Lost in the Maze"}},{"insert":"] with a basic snow plains. While ["},{"insert":{"card-link":"Lost in the Maze"}},{"insert":"] does both protection and tapping creatures, it does each of them inefficiently. Before this swap, I only ran 35 mana-producing lands, which is quite low for a deck that needs a lot of mana for its triggers. This swap should help even out my mana pips, reduce the likelihood of me drawing a dead card, and increase the likelihood of drawing enough lands.\nReplaced ["},{"insert":{"card-link":"Champion's Helm"}},{"insert":"] with ["},{"insert":{"card-link":"Hydroelectric Specimen // Hydroelectric Laboratory"}},{"insert":"]. ["},{"insert":{"card-link":"Champion's Helm"}},{"insert":"] is a great card to give Hylda hexproof, but the +2/+2 buff doesn't do much since we aren't attacking with her. ["},{"insert":{"card-link":"Hydroelectric Specimen // Hydroelectric Laboratory"}},{"insert":"] will protect against most of the removal spells that ["},{"insert":{"card-link":"Champion's Helm"}},{"insert":"] is meant to deal with, but (more importantly) it can also be played as a land. The first iteration of this deck was just way too short on lands.\n8/8/25"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Replaced ["},{"insert":{"card-link":"Return to Dust"}},{"insert":"] with ["},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":"]. This is a bit of a downgrade in terms of removal alone, but there are some upsides to the swap. ["},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":"] sits on the board as a 2/2, which means she can block on our opponent's turn. Since the effect is ETB, we won't be bothered if we lose the creature to chump blocking. Most importantly, we will be up to 38 mana-producing lands after this swap.\n"}]}

Commander

Qty: 1 Price: $5.99
Hylda of the Icy Crown
Whenever you tap an untapped creature an opponent controls, you may pay
. When you do, choose one —
• Create a 4/4 white and blue Elemental creature token.
• Put a +1/+1 counter on each creature you control.
• Scry 2, then draw a card.
Legendary Creature - Human Warlock
Hylda of the Icy Crown (woe) 206

Commander

(CTRL to add secondary)

Activated Tap

Qty: 8 Price: $5.12
Icebind Pillar
,
: Tap target artifact or creature. (
can be paid with one mana from a snow source.)
Snow Artifact
Icebind Pillar (khm) 62
Icy Manipulator
,
: Tap target artifact, creature, or land.
Artifact
Icy Manipulator (9ed) 299
Law-Rune Enforcer
,
: Tap target creature with mana value 2 or greater.
Creature - Human Soldier
Law-Rune Enforcer (j22) 206
Niblis of the Breath
Flying
,
: You may tap or untap target creature.
Creature - Spirit
Niblis of the Breath (dka) 44
Opposition
Tap an untapped creature you control: Tap target artifact, creature, or land.
Enchantment
Opposition (wc01) ab92
Pacification Array
,
: Tap target artifact or creature.
Artifact
Pacification Array (aer) 168
Scepter of Dominance
,
: Tap target permanent.
Artifact
Scepter of Dominance (con) 17
Squall Drifter
Flying
,
: Tap target creature.
Snow Creature - Elemental
Squall Drifter (csp) 17

Activated Tap

(CTRL to add secondary)

Benefit from Tap

Qty: 5 Price: $7.77
Gideon's Avenger
Whenever a creature an opponent controls becomes tapped, put a +1/+1 counter on this creature.
Creature - Human Soldier
Gideon's Avenger (m12) 17
Mjölnir, Storm Hammer
When Mjölnir enters, attach it to target legendary creature you control.
Whenever equipped creature attacks, tap target creature defending player controls and put a stun counter on it. Then Mjölnir deals damage to each opponent equal to the number of tapped creatures that opponent controls.
Equip
Legendary Artifact - Equipment
Mjölnir, Storm Hammer (acr) 258
Rhoda, Geist Avenger
Partner with Timin, Youthful Geist (When this creature enters, target player may put Timin into their hand from their library, then shuffle.)
Vigilance
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, put a +1/+1 counter on Rhoda.
Legendary Creature - Human Soldier
Rhoda, Geist Avenger (voc) 8
Sharae of Numbing Depths
When Sharae enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you tap one or more untapped creatures your opponents control, draw a card. This ability triggers only once each turn.
Legendary Creature - Wizard Merfolk
Sharae of Numbing Depths (woe) 213
Solitary Sanctuary
When this enchantment enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you tap an untapped creature an opponent controls, put a +1/+1 counter on target creature you control.
Enchantment
Solitary Sanctuary (woe) 30

Benefit from Tap

(CTRL to add secondary)

Board Wipe

Qty: 1 Price: $0.79
Dismantling Wave
For each opponent, destroy up to one target artifact or enchantment that player controls.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, destroy all artifacts and enchantments.
Sorcery
Dismantling Wave (c20) 25

Board Wipe

(CTRL to add secondary)

Counterspell

Qty: 4 Price: $8.12
Azorius Guildmage
: Tap target creature.
: Counter target activated ability. (Mana abilities can't be targeted.)
Creature - Wizard Vedalken
Azorius Guildmage (dis) 141
No More Lies
Counter target spell unless its controller pays
. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Instant
No More Lies (mkm) 221
Stubborn Denial
Counter target noncreature spell unless its controller pays
.
Ferocious — If you control a creature with power 4 or greater, counter that spell instead.
Instant
Stubborn Denial (ktk) 56
Whirlwind Denial
For each spell and ability your opponents control, counter it unless its controller pays
.
Instant
Whirlwind Denial (sta) 23

Counterspell

(CTRL to add secondary)

Draw

Qty: 6 Price: $12.30
Arcum's Astrolabe
(
can be paid with one mana from a snow source.)
When this artifact enters, draw a card.
,
: Add one mana of any color.
Snow Artifact
Arcum's Astrolabe (mh1) 220
Eligeth, Crossroads Augur
Flying
If you would scry a number of cards, draw that many cards instead.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Sphinx
Eligeth, Crossroads Augur (cmr) 66
Hylda's Crown of Winter
,
: Tap target creature. This ability costs
less to activate during your turn.
, Sacrifice Hylda's Crown of Winter: Draw a card for each tapped creature your opponents control.
Legendary Artifact
Hylda's Crown of Winter (woe) 247
Marit Lage's Slumber
Whenever Marit Lage's Slumber or another snow permanent you control enters, scry 1.
At the beginning of your upkeep, if you control ten or more snow permanents, sacrifice Marit Lage's Slumber. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Legendary Snow Enchantment
Marit Lage's Slumber (j22) 319
Tamiyo, the Moon Sage
+1: Tap target permanent. It doesn't untap during its controller's next untap step.
−2: Draw a card for each tapped creature target player controls.
−8: You get an emblem with "You have no maximum hand size" and "Whenever a card is put into your graveyard from anywhere, you may return it to your hand."
Legendary Planeswalker - Tamiyo
Tamiyo, the Moon Sage (avr) 79
Verity Circle
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card.
: Tap target creature without flying.
Enchantment
Verity Circle (rna) 58

Draw

(CTRL to add secondary)

Finisher

Qty: 1 Price: $10.99
Approach of the Second Sun
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
Sorcery
Approach of the Second Sun (sta) 1

Finisher

(CTRL to add secondary)

Land

Qty: 36 (38 w/ MDFC)Price: $62.08
Arcane Lighthouse
: Add
.
,
: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Land
Arcane Lighthouse (cmm) 985
Boreal Shelf
This land enters tapped.
: Add
or
.
Snow Land
Boreal Shelf (csp) 144
Dark Depths
Dark Depths enters with ten ice counters on it.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Legendary Snow Land
Dark Depths (uma) 241
Detection Tower
: Add
.
,
: Until end of turn, your opponents and creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
Land
Detection Tower (m19) 249
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (clb) 352
Faceless Haven
: Add
.
: This land becomes a 4/3 creature with vigilance and all creature types until end of turn. It's still a land. (
can be paid with one mana from a snow source.)
Snow Land
Faceless Haven (khm) 255
Frostwalk Bastion
: Add
.
: Until end of turn, this land becomes a 2/3 Construct artifact creature. It's still a land. (
can be paid with one mana from a snow source.)
Whenever this land deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.
Snow Land
Frostwalk Bastion (mh1) 240
Glacial Floodplain
(
: Add
or
.)
This land enters tapped.
Snow Land - Plains Island
Glacial Floodplain (khm) 257
Mouth of Ronom
: Add
.
,
, Sacrifice this land: It deals 4 damage to target creature. (
can be paid with one mana from a snow source.)
Snow Land
Mouth of Ronom (csp) 148
Shimmerdrift Vale
This land enters tapped.
As this land enters, choose a color.
: Add one mana of the chosen color.
Snow Land
Shimmerdrift Vale (khm) 267
Snow-Covered Island
(
: Add
.)
Basic Snow Land - Island
Snow-Covered Island (mh1) 251
Snow-Covered Plains
(
: Add
.)
Basic Snow Land - Plains
Snow-Covered Plains (mh1) 250
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (jmp) 78
Thespian's Stage
: Add
.
,
: This land becomes a copy of target land, except it has this ability.
Land
Thespian's Stage (who) 323

Land

(CTRL to add secondary)

Lifegain

Qty: 1 Price: $1.29
Search for Glory
Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each
spent to cast this spell. (
is mana from a snow source.)
Snow Sorcery
Search for Glory (khm) 27

Lifegain

(CTRL to add secondary)

One-Time Tap

Qty: 4 Price: $3.26
Blustersquall
Tap target creature you don't control.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Blustersquall (rtr) 30
Cone of Cold
Roll a d20.
1—9 | Tap all creatures your opponents control.
10—19 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps.
20 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. Until your next turn, creatures your opponents control enter tapped.
Sorcery
Cone of Cold (clb) 61
Ensnare
You may return two Islands you control to their owner's hand rather than pay this spell's mana cost.
Tap all creatures.
Instant
Ensnare (nem) 32
Githzerai Monk
Flash
Flying
Psychic Defense — When this creature enters, tap all creatures you don't control.
Creature - Monk Gith
Githzerai Monk (clb) 20

One-Time Tap

(CTRL to add secondary)

Protection

Qty: 3 Price: $8.97
Brave the Sands
Creatures you control have vigilance.
Each creature you control can block an additional creature each combat.
Enchantment
Brave the Sands (ktk) 5
Hydroelectric Specimen
Flash
When this creature enters, you may change the target of target instant or sorcery spell with a single target to this creature.
Creature - Weird
Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240
Palliation Accord
Whenever a creature an opponent controls becomes tapped, put a palliation counter on this enchantment.
Remove a palliation counter from this enchantment: Prevent the next 1 damage that would be dealt to you this turn.
Enchantment
Palliation Accord (dis) 122

Protection

(CTRL to add secondary)

Ramp

Qty: 8 Price: $24.82
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (clb) 298
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (dis) 159
Coldsteel Heart
This artifact enters tapped.
As this artifact enters, choose a color.
: Add one mana of the chosen color.
Snow Artifact
Coldsteel Heart (2x2) 301
Expedition Map
,
, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
Artifact
Expedition Map (m3c) 292
Relic of Legends
: Add one mana of any color.
Tap an untapped legendary creature you control: Add one mana of any color.
Artifact
Relic of Legends (dmu) 236
Replicating Ring
: Add one mana of any color.
At the beginning of your upkeep, put a night counter on this artifact. Then if it has eight or more night counters on it, remove all of them and create eight colorless snow artifact tokens named Replicated Ring with "
: Add one mana of any color."
Snow Artifact
Replicating Ring (khm) 244
Sol Ring
: Add
.
Artifact
Sol Ring (blc) 129
Victory Chimes
Untap this artifact during each other player's untap step.
: A player of your choice adds
.
Artifact
Victory Chimes (c21) 274

Ramp

(CTRL to add secondary)

Removal

Qty: 9 Price: $24.07
Cryptic Command
Choose two —
• Counter target spell.
• Return target permanent to its owner's hand.
• Tap all creatures your opponents control.
• Draw a card.
Instant
Cryptic Command (mm2) 43
Evacuation
Return all creatures to their owners' hands.
Instant
Evacuation (lcc) 156
On Thin Ice
Enchant snow land you control
When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield.
Snow Enchantment - Aura
On Thin Ice (mh1) 20
Split Up
Choose one —
• Destroy all tapped creatures.
• Destroy all untapped creatures.
Sorcery
Split Up (dsk) 32
Stroke of Midnight
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
Instant
Stroke of Midnight (woe) 33
Sunblast Angel
Flying
When this creature enters, destroy all tapped creatures.
Creature - Angel
Sunblast Angel (afc) 74
Time of Ice
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Tap target creature an opponent controls. It doesn't untap during its controller's untap step for as long as you control this Saga.
III — Return all tapped creatures to their owners' hands.
Enchantment - Saga
Time of Ice (plst) DOM-70
Willbreaker
Whenever a creature an opponent controls becomes the target of a spell or ability you control, gain control of that creature for as long as you control this creature.
Creature - Human Wizard
Willbreaker (ori) 84
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239

Removal

(CTRL to add secondary)

Stax

Qty: 1 Price: $1.99
Angel's Trumpet
All creatures have vigilance.
At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. This artifact deals damage to the player equal to the number of creatures tapped this way.
Artifact
Angel's Trumpet (ulg) 121

Stax

(CTRL to add secondary)

Triggered Tap

Qty: 9 Price: $5.09
Citadel Siege
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control.
• Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
Enchantment
Citadel Siege (frf) 8
Court Street Denizen
Whenever another white creature you control enters, tap target creature an opponent controls.
Creature - Human Soldier
Court Street Denizen (gtc) 8
Curse of Chains
Enchant creature
At the beginning of each upkeep, tap enchanted creature.
Enchantment - Aura
Curse of Chains (shm) 139
Dreamshackle Geist
Flying
At the beginning of combat on your turn, choose up to one —
• Tap target creature.
• Target creature doesn't untap during its controller's next untap step.
Creature - Spirit
Dreamshackle Geist (vow) 58
Elvish Mariner
Whenever this creature attacks, scry 1.
Whenever you scry, tap up to X target nonland permanents, where X is the number of cards looked at while scrying this way.
Creature - Elf Pilot
Elvish Mariner (ltr) 283
Junk Winder
Affinity for tokens (This spell costs
less to cast for each token you control.)
Whenever a token you control enters, tap target nonland permanent an opponent controls. It doesn't untap during its controller's next untap step.
Creature - Serpent
Junk Winder (mh2) 48
Kapsho Kitefins
Flying
Whenever this creature or another creature you control enters, tap target creature an opponent controls.
Creature - Fish
Kapsho Kitefins (m15) 66
Sentinel of the Eternal Watch
Vigilance (Attacking doesn't cause this creature to tap.)
At the beginning of combat on each opponent's turn, tap target creature that player controls.
Creature - Soldier Giant
Sentinel of the Eternal Watch (ori) 30
Timin, Youthful Geist
Partner with Rhoda, Geist Avenger (When this creature enters, target player may put Rhoda into their hand from their library, then shuffle.)
Flying
At the beginning of each combat, tap up to one target creature.
Legendary Creature - Spirit
Timin, Youthful Geist (voc) 16

Triggered Tap

(CTRL to add secondary)

Tutor

Qty: 1 Price: $2.29
Urza's Cave
: Add
.
,
, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Land - Urza's Cave
Urza's Cave (mh3) 234

Tutor

(CTRL to add secondary)

Untap

Qty: 2 Price: $6.34
Rimewind Taskmage
,
: You may tap or untap target permanent. Activate only if you control four or more snow permanents.
Creature - Human Wizard
Rimewind Taskmage (csp) 44
Teferi, Who Slows the Sunset
+1: Choose up to one target artifact, up to one target creature, and up to one target land. Untap the chosen permanents you control. Tap the chosen permanents you don't control. You gain 2 life.
−2: 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.
−7: You get an emblem with "Untap all permanents you control during each opponent's untap step" and "You draw a card during each opponent's draw step."
Legendary Planeswalker - Teferi
Teferi, Who Slows the Sunset (mid) 245

Untap

(CTRL to add secondary)

Sideboard

Qty: 25 Price: $89.95
Artificer Class
(Gain the next level as a sorcery to add its ability.)
The first artifact spell you cast each turn costs
less to cast.
: Level 2
When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.
: Level 3
At the beginning of your end step, create a token that's a copy of target artifact you control.
Enchantment - Class
Artificer Class (clb) 663
Ashnod's Altar
Sacrifice a creature: Add
.
Artifact
Ashnod's Altar (brr) 67
Bitter Chill
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
When this Aura is put into a graveyard from the battlefield, you may pay
. If you do, scry 1, then draw a card.
Enchantment - Aura
Bitter Chill (woe) 44
Champion's Helm
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip
Artifact - Equipment
Champion's Helm (cmm) 375
Dispatch
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
Instant
Dispatch (nec) 83
Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (mkc) 67
Granite Witness
Flying, vigilance
Disguise
(You may cast this card face down for
as a 2/2 creature with ward
. Turn it face up any time for its disguise cost.)
When this creature is turned face up, you may tap or untap target creature.
Creature Artifact - Gargoyle Detective
Granite Witness (mkm) 206
Ice Out
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
This spell costs
less to cast if it's bargained.
Counter target spell.
Instant
Ice Out (woe) 54
Lost in the Maze
Flash
When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
Enchantment
Lost in the Maze (mkm) 64
Mental Modulation
This spell costs
less to cast during your turn.
Tap target artifact or creature.
Draw a card.
Instant
Mental Modulation (eoe) 67
Niveous Wisps
Target creature becomes white until end of turn. Tap that creature.
Draw a card.
Instant
Niveous Wisps (shm) 15
Out Cold
This spell can't be countered. (This includes by the ward ability.)
Tap up to two target creatures and put a stun counter on each of them. Investigate. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Instant
Out Cold (mkm) 66
Plunge into Winter
Tap up to one target creature. Scry 1, then draw a card.
Instant
Plunge into Winter (woe) 22
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (acr) 85
Return to Dust
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
Instant
Return to Dust (who) 802
Runic Shot
Kicker
(You may pay an additional
as you cast this spell.)
Destroy target tapped creature. If this spell was kicked, scry 2.
Sorcery
Runic Shot (dmu) 30
Sanctuary Wall
Defender
,
: Tap target creature. You may put a stun counter on it. If you do, put a stun counter on this creature. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature Artifact - Wall
Sanctuary Wall (mkm) 32
Sunstrike Legionnaire
This creature doesn't untap during your untap step.
Whenever another creature enters, untap this creature.
: Tap target creature with mana value 3 or less.
Creature - Human Soldier
Sunstrike Legionnaire (lgn) 22
Suppression Ray
Tap all creatures target player controls. You may pay any amount of
. If you do, choose up to that many creatures tapped this way. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Sorcery
Suppression Ray // Orderly Plaza (mh3) 260Suppression Ray // Orderly Plaza (mh3) 260
Tolaria West
This land enters tapped.
: Add
.
Transmute
(
, Discard this card: Search your library for a card with mana value 0, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Land
Tolaria West (v16) 13
Tolarian Kraken
Whenever you draw a card, you may pay
. When you do, you may tap or untap target creature.
Creature - Kraken
Tolarian Kraken (m21) 80
Winter Orb
As long as this artifact is untapped, players can't untap more than one land during their untap steps.
Artifact
Winter Orb (ema) 234
Winter's Rest
Enchant creature
When this Aura enters, tap enchanted creature.
As long as you control another snow permanent, enchanted creature doesn't untap during its controller's untap step.
Snow Enchantment - Aura
Winter's Rest (mh1) 78
Wrench
Equipped creature gets +1/+1 and has vigilance and "
,
: Tap target creature."
, Sacrifice this Equipment: Draw a card.
Equip
Artifact - Equipment Clue
Wrench (mkm) 37
You See a Guard Approach
Choose one —
• Distract the Guard — Tap target creature.
• Hide — Target creature you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
You See a Guard Approach (afr) 85

Sideboard

(CTRL to add secondary)

Maybeboard

Qty: 59 Price: $393.55
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (snc) 51
Anointed Procession
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
Enchantment
Anointed Procession (plst) AKH-2
Arena
,
: Tap target creature you control and target creature of an opponent's choice they control. Those creatures fight each other. (Each deals damage equal to its power to the other.)
Land
Arena (tsb) 117
Azorius Locket
: Add
or
.
,
, Sacrifice this artifact: Draw two cards.
Artifact
Azorius Locket (voc) 160
Bond of Discipline
Tap all creatures your opponents control. Creatures you control gain lifelink until end of turn.
Sorcery
Bond of Discipline (war) 6
Cave of the Frost Dragon
If you control two or more other lands, this land enters tapped.
: Add
.
: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
Land
Cave of the Frost Dragon (afr) 253
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant
Clever Concealment (onc) 5
Command Beacon
: Add
.
, Sacrifice this land: Put your commander into your hand from the command zone.
Land
Command Beacon (otc) 279
Debtor's Pulpit
Enchant land
Enchanted land has "
: Tap target creature."
Enchantment - Aura
Debtor's Pulpit (gtc) 10
Disenchant
Destroy target artifact or enchantment.
Instant
Disenchant (scd) 20
Diversionary Tactics
Tap two untapped creatures you control: Tap target creature.
Enchantment
Diversionary Tactics (apc) 7
Downpour
Tap up to three target creatures.
Instant
Downpour (m13) 48
Dragon Turtle
Flash
Drag Below — When this creature enters, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps.
Creature - Dragon Turtle
Dragon Turtle (afr) 56
Flood
: Tap target creature without flying.
Enchantment
Flood (5ed) 87
Forensic Researcher
: Untap another target permanent you control.
, Collect evidence 3: Tap target creature you don't control. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
Creature - Merfolk Detective
Forensic Researcher (mkm) 58
Frost Breath
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
Instant
Frost Breath (m21) 51
Frost Titan
Whenever this creature becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays
.
Whenever this creature enters or attacks, tap target permanent. It doesn't untap during its controller's next untap step.
Creature - Giant
Frost Titan (plst) M11-55
Frost Trickster
Flying
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Creature - Wizard Bird
Frost Trickster (stx) 43
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (lcc) 128
Ghostly Touch
Enchant creature
Enchanted creature has "Whenever this creature attacks, you may tap or untap target permanent."
Enchantment - Aura
Ghostly Touch (avr) 58
Glaring Spotlight
Creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
, Sacrifice this artifact: Creatures you control gain hexproof until end of turn and can't be blocked this turn.
Artifact
Glaring Spotlight (gtc) 229
Gods Willing
Target creature you control gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.)
Scry 1.
Instant
Gods Willing (sta) 7
Grasp of Fate
When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)
Enchantment
Grasp of Fate (wot) 3
Gustcloak Cavalier
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Whenever this creature attacks, you may tap target creature.
Whenever this creature becomes blocked, you may untap this creature and remove it from combat.
Creature - Human Knight
Gustcloak Cavalier (tsp) 22
Hammers of Moradin
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature attacks, for each opponent, tap up to one target creature that player controls.
Creature - Cleric Dwarf
Hammers of Moradin (clb) 25
Hands of Binding
Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
Hands of Binding (gtc) 37
Hidden Strings
You may tap or untap target permanent, then you may tap or untap another target permanent.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
Hidden Strings (dgm) 12
Hopeful Initiate
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
, Remove two +1/+1 counters from among creatures you control: Destroy target artifact or enchantment.
Creature - Human Warlock
Hopeful Initiate (vow) 20
Icebreaker Kraken
Affinity for snow lands (This spell costs
less to cast for each snow land you control.)
When this creature enters, artifacts and creatures target opponent controls don't untap during that player's next untap step.
Return three snow lands you control to their owner's hand: Return this creature to its owner's hand.
Snow Creature - Kraken
Icebreaker Kraken (khm) 63
Icingdeath, Frost Tyrant
Flying, vigilance
When Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0," "Whenever equipped creature attacks, tap target creature defending player controls," and equip
.
Legendary Creature - Dragon
Icingdeath, Frost Tyrant (afr) 20
Icy Blast
Tap X target creatures.
Ferocious — If you control a creature with power 4 or greater, those creatures don't untap during their controllers' next untap steps.
Instant
Icy Blast (ktk) 42
Intruder Alarm
Creatures don't untap during their controllers' untap steps.
Whenever a creature enters, untap all creatures.
Enchantment
Intruder Alarm (wot) 21
Land Tax
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment
Land Tax (cmm) 37
Merfolk Trickster
Flash
When this creature enters, tap target creature an opponent controls. It loses all abilities until end of turn.
Creature - Wizard Merfolk
Merfolk Trickster (dom) 56
Mind Over Matter
Discard a card: You may tap or untap target artifact, creature, or land.
Enchantment
Mind Over Matter (exo) 40
Minister of Impediments
(
can be paid with either
or
.)
: Tap target creature.
Creature - Human Advisor
Minister of Impediments (dis) 144
Mithril Coat
Flash
Indestructible
When Mithril Coat enters, attach it to target legendary creature you control.
Equipped creature has indestructible.
Equip
Legendary Artifact - Equipment
Mithril Coat (ltr) 245
Narset's Reversal
Copy target instant or sorcery spell, then return it to its owner's hand. You may choose new targets for the copy.
Instant
Narset's Reversal (plst) WAR-62
Ojer Taq, Deepest Foundation
Vigilance
If one or more creature tokens would be created under your control, three times that many of those tokens are created instead.
When Ojer Taq dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - God
Ojer Taq, Deepest Foundation // Temple of Civilization (lci) 26Ojer Taq, Deepest Foundation // Temple of Civilization (lci) 26
Queen of Ice
Whenever this creature deals combat damage to a creature, tap that creature. It doesn't untap during its controller's next untap step.
Creature - Human Wizard Noble
Queen of Ice // Rage of Winter (eld) 61
Remember the Fallen
Choose one or both —
• Return target creature card from your graveyard to your hand.
• Return target artifact card from your graveyard to your hand.
Sorcery
Remember the Fallen (2xm) 27
Resourceful Defense
Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control.
: Move any number of counters from target permanent you control onto a second target permanent you control.
Enchantment
Resourceful Defense (ncc) 19
Righteous Fury
Destroy all tapped creatures. You gain 2 life for each creature destroyed this way.
Sorcery
Righteous Fury (s99) 23
Rule of Law
Each player can't cast more than one spell each turn.
Enchantment
Rule of Law (m20) 35
Sleep
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
Sorcery
Sleep (plst) M19-74
Sonic Screwdriver
: Add one mana of any color.
,
: Untap another target artifact.
,
: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
,
: Target creature can't be blocked this turn.
Artifact
Sonic Screwdriver (who) 186
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
Spark Double (rvr) 421
Steal Enchantment
Enchant enchantment
You control enchanted enchantment.
Enchantment - Aura
Steal Enchantment (tmp) 90
Succumb to the Cold
Tap one or two target creatures an opponent controls. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Instant
Succumb to the Cold (woe) 72
Surestrike Trident
Equipped creature has first strike and "
, Unattach Surestrike Trident: This creature deals damage equal to its power to target player or planeswalker."
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Surestrike Trident (dst) 147
Tempest Caller
When this creature enters, tap all creatures target opponent controls.
Creature - Wizard Merfolk
Tempest Caller (xln) 86
Thassa's Ire
: You may tap or untap target creature.
Enchantment
Thassa's Ire (jou) 54
Theft of Dreams
Draw a card for each tapped creature target opponent controls.
Sorcery
Theft of Dreams (p02) 55
Tocasia's Welcome
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.
Enchantment
Tocasia's Welcome (bro) 30
Trap the Trespassers
Secret council — Each player secretly votes for a creature you don't control, then those votes are revealed. For each creature with one or more votes, put that many stun counters on it, then tap it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Instant
Trap the Trespassers (ltc) 427
Unwinding Clock
Untap all artifacts you control during each other player's untap step.
Artifact
Unwinding Clock (plst) NPH-164
Urza's Rebuff
Choose one —
• Counter target spell.
• Tap up to two target creatures.
Instant
Urza's Rebuff (bro) 71
Winter Moon
Players can't untap more than one nonbasic land during their untap steps.
Artifact
Winter Moon (mh3) 213
Zygon Infiltrator
Body-print —
: Tap another target creature and put a stun counter on it. This creature becomes a copy of that creature for as long as that creature remains tapped. Activate only as a sorcery. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature - Soldier Shapeshifter Alien
Zygon Infiltrator (who) 63

Maybeboard

(CTRL to add secondary)

Deck Info

Deck stats

32 pips - 26 cards
23 mana - 21 cards
41 pips - 30 cards
25 mana - 23 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
9 mana - 8 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Hylda of the Icy Crown Primer"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Primer updated October 2024. Change Log included at the bottom of this primer.\n\nBracket Description"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I set this deck as a 2, but honestly there are times it plays like a 3. It's incredibly strong against voltron strategies and has been optimized for tapping quite thoughtfully - it plays like a 3 in games against the right opponent when I'm focused. Other times, I choose to sacrifice 3 lands just to get out Marit Lage and end up with 2 mana available for the rest of the game. And don't get me wrong - Marit Lage is a very strong token, but she's only a single creature and she doesn't even have hexproof. This deck is intentionally restricted away from any infinite combos and can hang with most decks in brackets 2 or 3.\n\n"},{"attributes":{"italic":true,"bold":true},"insert":"Yeah, it could be meaner."},{"insert":"\nThis is an inherently oppressive deck. The strategies are built around consistently tapping your opponents’ creatures and keeping them tapped the whole game. One thing I kept in mind with this deck is that I did not want to keep my opponents from playing or enjoying the game in more ways than the obvious one (tapping them down). Because of that, I excluded several powerful cards that would be highly synergetic with my current deck list. If you like this build but wanna be even more of a stone cold killer (pun intended), check out the following:\n["},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":"] provides an near-infinite combo with Hylda if you have out ["},{"insert":{"card-link":"Junk Winder"}},{"insert":"], ["},{"insert":{"card-link":"Kapsho Kitefins"}},{"insert":"], ["},{"insert":{"card-link":"Court Street Denizen"}},{"insert":"], or ["},{"insert":{"card-link":"Opposition"}},{"insert":"]. The only limit is how many creatures your opponents have on the board. You can mass-tap the whole board each turn using no mana from your lands or artifacts. You’ll even get free elementals from the process!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Ghostly Prison"}},{"insert":"] and ["},{"insert":{"card-link":"Propaganda"}},{"insert":"] both tax your opponents for attacking you. These are insanely fun to combo with ["},{"insert":{"card-link":"Angel's Trumpet"}},{"insert":"] and ["},{"insert":{"card-link":"Mjölnir, Storm Hammer"}},{"insert":"]. You’re basically giving your opponents a choice between attacking each other, or taking non-combat damage on their turn and again on yours. If you’re only playing against one opponent, you’re taxing them like crazy with either mana or damage, their choice."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Winter Orb"}},{"insert":"] - if you haven’t seen this card before, you should go look at it. Also known as one of the saltiest cards in the history of Magic. An artifact-based Hylda deck is basically made for this card. Your opponents can’t do anything except cry."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"underline":true},"insert":"General Hylda Strategies"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nHylda's Triggers"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Focus on Tokens"},{"insert":"\nWhile all of Hylda's abilities are useful at different points in any given game, my favorite playstyle emphasizes Hylda's 4/4 token generation with a go-wide strategy. Several cards in the deck loop with Hylda so that her token generation triggers another tap: ["},{"insert":{"card-link":"Court Street Denizen"}},{"insert":"], ["},{"insert":{"card-link":"Kapsho Kitefins"}},{"insert":"], and ["},{"insert":{"card-link":"Junk Winder"}},{"insert":"]. Another benefit to generating tokens is fuel for ["},{"insert":{"card-link":"Opposition"}},{"insert":"], which allows you to tap one of your creatures to tap an opponent's creature."},{"attributes":{"color":"#e60000"},"insert":" "},{"insert":"This go-wide strategy relies on Hylda to function, but if you can maintain your board state, your opponents' creatures will be tapped down when you swing with all of your 4/4's.\n"},{"attributes":{"italic":true,"bold":true},"insert":"Scry Subtheme"},{"insert":"\nThe ability that is relied on and buffed second-most in this deck is scry. I've included cards besides Hylda that allow you to scry: ["},{"insert":{"card-link":"Marit Lage's Slumber"}},{"insert":"], ["},{"insert":{"card-link":"Sonic Screwdriver"}},{"insert":"], and ["},{"insert":{"card-link":"Elvish Mariner"}},{"insert":"]. There are also cards that benefit from scrying. ["},{"insert":{"card-link":"Elvish Mariner"}},{"insert":"] will loop with Hylda so that I can keep tapping opponents' creatures if I utilize Hylda's scry ability. ["},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":"] is an efficient win con in this deck, and the additional cards that allow me to scry help it pop off even quicker. ["},{"insert":{"card-link":"Eligeth, Crossroads Augur"}},{"insert":"] will turn each scry into a draw, although this does remove the loop from ["},{"insert":{"card-link":"Elvish Mariner"}},{"insert":"]. \nThe following cards are not usually included in my deck, but they support the scry subtheme and I would recommend them if you expect to use Hylda's 3rd ability frequently: ["},{"insert":{"card-link":"Runic Shot"}},{"insert":"] offers some nice removal; ["},{"insert":{"card-link":"Plunge into Winter"}},{"insert":"] is a fun instant that does a tap, scry, and draw all in one; ["},{"insert":{"card-link":"Tolarian Kraken"}},{"insert":"] provides a loop with Hylda using her scry ability and combos well with ["},{"insert":{"card-link":"Mind Over Matter"}},{"insert":"].\n"},{"attributes":{"italic":true,"bold":true},"insert":"Meh... Counters are an option too..."},{"insert":"\nI think I'm just more of a go-wide girlie than a go-tall girlie. I do enjoy having ["},{"insert":{"card-link":"Solitary Sanctuary"}},{"insert":"] on the board, and the passive buff provides consistent benefit. I lean more into Hylda's counter ability if I have ["},{"insert":{"card-link":"Champion's Helm"}},{"insert":"] equipped to her and am trying to make her a threat. If I have ["},{"insert":{"card-link":"Angel's Trumpet"}},{"insert":"] on the board, it is better to have fewer, strong creatures than to have a lot of weaker creatures; I'll pump using Hylda's counter ability in that case too. \nI originally had ["},{"insert":{"card-link":"Resourceful Defense"}},{"insert":"] included in the deck, but I took it out because I was not getting counters on the board consistently enough. This would be a good option to add back in if you expect to utilize Hylda's 2nd ability, especially since it combos well with ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"].\n\nWhen to Tap"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Opponents Combat Phase"},{"insert":"\nThe superior time to tap our opponents' creatures is at the beginning of their combat step, before attackers are declared; this is only possible at instant speed or if a card triggers on opponents' combat phases. Tapping during an opponent's combat phase makes the targeted creature ineligible to attack during combat, and this ensures they stay tapped and cannot block through your next combat phase (as long as your opponent does not manually untap them). The best case for a single-tap effect with no added ability is to remove the creature as an attacker and as a blocker. \nSeveral cards trigger an opportunity to tap a creature, including ["},{"insert":{"card-link":"Citadel Siege"}},{"insert":"], ["},{"insert":{"card-link":"Timin, Youthful Geist"}},{"insert":"], and ["},{"insert":{"card-link":"Sentinel of the Eternal Watch"}},{"insert":"]. These are some of my favorite cards because they offer free, perfectly timed taps to trigger Hylda's ability. Activated abilities of creatures that require tapping the creature to activate are limited by summoning sickness, but triggered abilities begin the moment the creature hits the battlefield. Because creatures are affected by summoning sickness, I mostly prefer artifacts to trigger taps at instant speed like ["},{"insert":{"card-link":"Hylda's Crown of Winter"}},{"insert":"], ["},{"insert":{"card-link":"Icebind Pillar"}},{"insert":"], ["},{"insert":{"card-link":"Scepter of Dominance"}},{"insert":"], ["},{"insert":{"card-link":"Icy Manipulator"}},{"insert":"], and even ["},{"insert":{"card-link":"Pacification Array"}},{"insert":"]. Still, there are a few creatures who are great options for an activated tap ability. ["},{"insert":{"card-link":"Law-Rune Enforcer"}},{"insert":"] and ["},{"insert":{"card-link":"Rimewind Taskmage"}},{"insert":"] are excellent options because their cheap CMC ensures we can get them out well before our commander in an opening hand (and thus we are less hindered by summoning sickness), and they cost a colorless mana to activate. \nI took this card out of the main deck, but ["},{"insert":{"card-link":"Sunstrike Legionnaire"}},{"insert":"] can be a fun option because there is potential to use him multiple times in a turn, with no additional cost to activate his ability. I do find his tapping/untapping dynamic difficult to track amongst all the tapping chaos, and the 3 CMC limit on his ability does restrict the functionality. He's worthwhile to consider if you frequently engage in multiplayer games or with opponents who play token decks.\n"},{"attributes":{"italic":true,"bold":true},"insert":"On Our Turn"},{"insert":"\nOther options for tap timing are tapping at sorcery speed or tapping during our combat phase. This is a suboptimal option because we cannot restrict our opponents from attacking during their combat. Still, some cards are worthwhile because removing blockers via tapping is quite useful for our own combat. ["},{"insert":{"card-link":"Dreamshackle Geist"}},{"insert":"] and ["},{"insert":{"card-link":"Cone of Cold"}},{"insert":"] are both good options because they have the possibility of prolonging a tap effect on our opponents' creatures. ["},{"insert":{"card-link":"Teferi, Who Slows the Sunset"}},{"insert":"] offers versatility by allowing us to untap our own artifacts, creatures, and lands in addition to tapping our opponents' creatures. \n["},{"insert":{"card-link":"Bond of Discipline"}},{"insert":"] is an OK option because it offers the added benefit of lifegain on our combat phase, even though our opponents' creatures will untap and be able to attack us on their turn. I ended up taking this card out of the main deck in favor of some instants - the lifegain struck fear into my opponents but did not offer a large enough advantage to make up for being targeted afterwards.\n"},{"attributes":{"italic":true,"bold":true},"insert":"Does it matter? Stun Counters, Baby"},{"insert":"\nEven better than perfectly timing a tap is prolonging a tap for an extra turn. We can do that with any card that distributes stun counters, says 'doesn't untap during its controllers next untap step', or says 'doesn't untap for as long as you control [card name]'. \nI run several cards that put stun counters on creatures, including ["},{"insert":{"card-link":"Sharae of Numbing Depths"}},{"insert":"], ["},{"insert":{"card-link":"Lost in the Maze"}},{"insert":"], ["},{"insert":{"card-link":"Solitary Sanctuary"}},{"insert":"], and ["},{"insert":{"card-link":"Mjölnir, Storm Hammer"}},{"insert":"]. While I don't prioritize stun counter functionality alone, each of these have other added benefits that just make the stun counter a cherry on top. An interesting thing to note about stun counters is that they can be incremented with proliferate, so this functionality becomes more beneficial when playing in a pod who has a proliferate player or highlighting the proliferate mechanic in your own deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Several cards tap an opponent's creature and say 'doesn't untap during its controller's next untap step'. This is different from a stun counter, since a proliferate ability cannot prolong the tap effect. It is also a slightly weaker debuff than a stun counter: if an opponent would untap their creature BEFORE their next untap step, a stun counter would prevent that while a 'next untap step' card would not. Still, I run several cards with this wording including ["},{"insert":{"card-link":"Cone of Cold"}},{"insert":"], ["},{"insert":{"card-link":"Tamiyo, the Moon Sage"}},{"insert":"], ["},{"insert":{"card-link":"Junk Winder"}},{"insert":"], ["},{"insert":{"card-link":"Frostwalk Bastion"}},{"insert":"], and ["},{"insert":{"card-link":"Dreamshackle Geist"}},{"insert":"]. Any of these cards will take a creature out for at least one of your combat phases and at least one of your opponent's combat phases - more if you time it right."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"The last kind of doesn't-untap phrasing that may be included on a card equates to 'doesn't untap for as long as you control'. ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Time of Ice"}},{"attributes":{"color":"#ffffff"},"insert":"] is a perfect example of this, where creatures tapped using ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Time of Ice"}},{"attributes":{"color":"#ffffff"},"insert":"] do not untap for as long as we control ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Time of Ice"}},{"attributes":{"color":"#ffffff"},"insert":"]. This card is also great because it serves as a board wipe for all those tapped creatures just before the saga is complete and we lose control of the card. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSpellslinger vs Perma-Taps"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The two main strategies to play with Hylda are throwing one-off tap spells around (using instants and sorceries) or establishing permanents that can repeat-tap opponents' creatures. This deck list mostly contains permanents that can be activated to tap my opponents' creatures, or permanents that allow me to tap my opponents' creatures on a trigger.\n"},{"attributes":{"italic":true,"bold":true},"insert":"Spellslinger"},{"insert":"\nThis strategy tends to bode well with a heavy emphasis on draw and Hylda's scry ability. You can consistently get new spells in your hand to tap opponents' creatures. The benefit to this strategy is that you are less susceptible to removal because your opponents must be running counterspells specifically; you can also run more board wipes because you will have fewer permanents. Many of spellslinger tap spells are at instant speed, which allows you to shut your opponents down at the ideal time. \nWhile spellslinger taps are not the primary focus of my deck, I do run several cards that are great for this type of deck: ["},{"insert":{"card-link":"Blustersquall"}},{"insert":"], ["},{"insert":{"card-link":"Githzerai Monk"}},{"insert":"], ["},{"insert":{"card-link":"Cryptic Command"}},{"insert":"], ["},{"insert":{"card-link":"Ensnare"}},{"insert":"], and ["},{"insert":{"card-link":"Cone of Cold"}},{"insert":"].\n"},{"attributes":{"italic":true,"bold":true},"insert":"Let Permanents do the Tapping"},{"insert":"\nMy preferred strategy is to establish a board presence with permanents that can repeatedly tap my opponents' creatures, either for free or for very little mana. Artifacts, enchantments, creatures, and even planeswalkers are all capable of contributing to this strategy, and I include many of each in the deck. The two abilities that can initiate a tap from these card types are triggered and activated abilities.\nA triggered tap effect will allow us to consistently tap an opponent's creature when a certain condition is met, often for free. Enchantments and creatures are mostly the cards with triggered tap effects. Although, I do have one artifact ["},{"insert":{"card-link":"Angel's Trumpet"}},{"insert":"] that allows us to tap opponents' creatures if they did not attack that turn. Some cards trigger during combat phases, such as ["},{"insert":{"card-link":"Dreamshackle Geist"}},{"insert":"], ["},{"insert":{"card-link":"Citadel Siege"}},{"insert":"], ["},{"insert":{"card-link":"Timin, Youthful Geist"}},{"insert":"], and ["},{"insert":{"card-link":"Sentinel of the Eternal Watch"}},{"insert":"]. Other cards trigger from combat damage or attacking, such as ["},{"insert":{"card-link":"Frostwalk Bastion"}},{"insert":"] and ["},{"insert":{"card-link":"Mjölnir, Storm Hammer"}},{"insert":"]. The ideal situation is a triggered tap effect that interacts with scrying or token generation, as these create a loop with Hylda's abilities. ["},{"insert":{"card-link":"Elvish Mariner"}},{"insert":"] can create a loop with Hylda's scry ability; ["},{"insert":{"card-link":"Court Street Denizen"}},{"insert":"], ["},{"insert":{"card-link":"Kapsho Kitefins"}},{"insert":"], and ["},{"insert":{"card-link":"Junk Winder"}},{"insert":"] can all create a loop with Hylda's token ability."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An activated tap effect requires a payment to trigger the ability to tap an opponent's creature. The effect is often at instant-speed, which is great for managing our tap timing. Many artifacts and creatures in this deck boast activated tap effects. ["},{"insert":{"card-link":"Hylda's Crown of Winter"}},{"insert":"] and ["},{"insert":{"card-link":"Icy Manipulator"}},{"insert":"] are excellent options because they only require a colorless mana to activate; ["},{"insert":{"card-link":"Icebind Pillar"}},{"insert":"] is also an excellent choice in this deck because almost every land (and many of the mana rocks) is snow. ["},{"insert":{"card-link":"Law-Rune Enforcer"}},{"insert":"] and ["},{"insert":{"card-link":"Rimewind Taskmage"}},{"insert":"] are my two favorite activated tap abilities on creatures because they only cost a colorless mana to activate. ["},{"insert":{"card-link":"Azorius Guildmage"}},{"insert":"] is very expensive for a tap ability, but it does not require you to tap ["},{"insert":{"card-link":"Azorius Guildmage"}},{"insert":"] (so we can use the ability multiple times in a round), and it offers the possibility of countering an opponent's activated ability. Speaking of expensive tap abilities, check out ["},{"insert":{"card-link":"Verity Circle"}},{"insert":"]. It is one of my only enchantments that offers an activated tap, but we certainly do not keep it in the deck for that ability: ["},{"insert":{"card-link":"Verity Circle"}},{"insert":"] is best for the draw ability. ["},{"insert":{"card-link":"Opposition"}},{"insert":"] is my other enchantment with an activated ability, and it is considered the golden child of Hylda tap effects. There is no limit to how many times you can activate the ability in a round, and it synergizes well with Hylda's token creation. Planeswalker abilities, like that of ["},{"insert":{"card-link":"Tamiyo, the Moon Sage"}},{"insert":"] and ["},{"insert":{"card-link":"Teferi, Who Slows the Sunset"}},{"insert":"], are also activated abilities. However, these are limited because planeswalker abilities can only be activated at sorcery speed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Vulnerabilities and Suggestions"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Card Vulnerabilities"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The cards that make this deck most vulnerable are spells attempt to remove Hylda, artifacts and enchantments that give opponents significant advantage, creatures who have passive or activated abilities that do not depend on attacking, and cards that have or give hexproof. \n"},{"attributes":{"italic":true,"bold":true},"insert":"Protection for Hylda"},{"insert":"\nHylda is going to be a massive target on most tables, and anyone playing her will get an onslaught of removal spells thrown at them. Because of this, I run a healthy catalog of counterspells, hexproof buffs, and Hylda-substitutes. \nCounterspells are particularly effective in a Hylda deck because we should have mana available on our opponent's turn (to activate Hylda's ability and to instant-speed tap during their combat phase). Our bread-and-butter counterspells are going to be ["},{"insert":{"card-link":"Stubborn Denial"}},{"insert":"] and ["},{"insert":{"card-link":"No More Lies"}},{"insert":"]. These are both cheap options, and ["},{"insert":{"card-link":"Stubborn Denial"}},{"insert":"] is particularly good because we will almost always have a 4/4 out. ["},{"insert":{"card-link":"Whirlwind Denial"}},{"insert":"] is a bit more expensive at 3 CMC but allows us to also counter an ability. This comes in handy when an activated ability seeks to ruin our board state but can't be countered with a generic counterspell. ["},{"insert":{"card-link":"Cryptic Command"}},{"insert":"] is a more flexible counterspell that can serve as removal or mass-tap in a pinch."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"The second line of defense against haters is giving our creatures hexproof. Hylda gets targeted removal thrown at her the most because opponents (wrongly) assume the deck will fail without her. ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Champion's Helm"}},{"attributes":{"color":"#ffffff"},"insert":"] is a great card for Hylda because it buffs her commander damage, has a cheap equip cost, and prevents opponents from targeting her. ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Lost in the Maze"}},{"attributes":{"color":"#ffffff"},"insert":"] provides a permanent condition for hexproofing all of our creatures - we just need to tap them ourselves at instant speed if they're targeted. While I excluded it from my main deck, ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"You See a Guard Approach"}},{"attributes":{"color":"#ffffff"},"insert":"] is a great addition because we can use it as protection if we need to, but we can also use it as a one-time tap effect if we already have ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Champion's Helm"}},{"attributes":{"color":"#ffffff"},"insert":"] or ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Lost in the Maze"}},{"attributes":{"color":"#ffffff"},"insert":"]. ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Clever Concealment"}},{"attributes":{"color":"#ffffff"},"insert":"] is also excluded from my main deck and is not quite hexproof (it's better) but belongs in this category of protection as an excellent option for the deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"People will think a deck based on Hylda requires Hylda to function, so I try to use that to my advantage. I included cards that will benefit from the exact same triggers that Hylda benefits from so that my side of the board is always improved by tapping other people's creatures, whether or not I have my commander. ["},{"insert":{"card-link":"Rhoda, Geist Avenger"}},{"insert":"] and ["},{"insert":{"card-link":"Gideon's Avenger"}},{"insert":"] both get bigger as I tap opponents' creatures. ["},{"insert":{"card-link":"Solitary Sanctuary"}},{"insert":"] can buff any creature I choose on tap triggers. ["},{"insert":{"card-link":"Verity Circle"}},{"insert":"] and ["},{"insert":{"card-link":"Sharae of Numbing Depths"}},{"insert":"] both provide draw, and ["},{"insert":{"card-link":"Palliation Accord"}},{"insert":"] gives some really nice protection. If my commander is removed to the point that I cannot play her again, I treat ["},{"insert":{"card-link":"Willbreaker"}},{"insert":"] as a substitute commander. She completely overrides any ability that benefits from tapping opponents' creatures since the thief ability resolves first, but I've won games with her after opponents hated my commander off the board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Removing Threats"},{"insert":"\nThis deck includes several targeted removal spells to deal with artifacts, enchantments, and creatures that have threatening triggered, passive, or activated abilities. We must use these removals wisely and assess threats with care. Remember, a 50/50 Beast Token will never be a threat to Hylda, but an enchantment that gives our opponent's board hexproof is an emergency-level threat. Anything that shuts down Hylda or allows opponents to grow faster than we can tap should be dealt with. We have a few types of targeted removal: temporary combat removal, permanent combat removal, creature removal, and artifact/enchantment removal.\n"},{"attributes":{"color":"#ffffff"},"insert":"Most cards in this deck are tap effects, which will temporarily remove a creature from combat situations. These cards are typically an instant spell, sorcery spell, triggered ability, or activated ability. The majority of creatures that belong to our opponents will be handled with this form of removal. It is particularly effective against creatures that rely on attacking or doing combat damage for a special effect to take place. Beware of creatures who have abilities that require the owner to tap the creature - our opponent can do this at instant speed to keep us from earning our tap trigger on Hylda."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"Some creatures are just too powerful in combat to risk a turn where they are not tapped down, and we must permanently remove them from combat. There are two cards that will guarantee a creature will never be declared as an attacker: ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Curse of Chains"}},{"attributes":{"color":"#ffffff"},"insert":"] and ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Winter's Rest"}},{"attributes":{"color":"#ffffff"},"insert":"]. ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Curse of Chains"}},{"attributes":{"color":"#ffffff"},"insert":"] is the more powerful of the two because the creature will re-tap each turn, providing a trigger for Hylda's ability. However, for mana dorks or creatures with a powerful activated ability requiring a tap, it is best to never allow these to untap. ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Winter's Rest"}},{"attributes":{"color":"#ffffff"},"insert":"] ensures a tap ability can never be activated and counts as a snow permanent for ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Marit Lage's Slumber"}},{"attributes":{"color":"#ffffff"},"insert":"]. "},{"insert":"This type of removal is also ideal to use against our opponents' commanders, ensuring they cannot be brought back from the command zone un-hindered."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hylda wants opponents to have creatures on the board so that she can tap them. However, some creatures are not meant to do combat damage and instead wreak havoc with their abilities. Tapping a creature is useless if they have a passive ability that deals non-combat damage to us each end-step. These creatures need to be removed from the board, not just tapped. ["},{"insert":{"card-link":"On Thin Ice"}},{"insert":"] is a personal favorite of mine in this deck because it gets around indestructible, and it also counts as a snow permanent for ["},{"insert":{"card-link":"Marit Lage's Slumber"}},{"insert":"]. ["},{"insert":{"card-link":"Runic Shot"}},{"insert":"] can target any tapped creature and even provides an opportunity to scry. ["},{"insert":{"card-link":"Mouth of Ronom"}},{"insert":"] is a great little snow land that can take out a creature with toughness 4 or less (or serve as a combat trick to help take out a larger creature). I generally reserve ["},{"insert":{"card-link":"Stroke of Midnight"}},{"insert":"] for non-creature removal, but it can also be used for creature removal in a pinch."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The permanents that have the highest possibility of ruining Hylda's board state are artifacts and enchantments. In individual cases of a threatening artifact or enchantment, use targeted permanent removal to avoid affecting our side of the board, since this deck also runs a lot of artifacts and enchantments. ["},{"insert":{"card-link":"Stroke of Midnight"}},{"insert":"] should be able to handle most problematic permanents. ["},{"insert":{"card-link":"Dismantling Wave"}},{"insert":"] and ["},{"insert":{"card-link":"Return to Dust"}},{"insert":"] are going to be able to take care of several artifacts or enchantments at once."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Removing Hexproof"},{"insert":"\nThere is also the niche, but terrifying, possibility of our opponents giving their permanents hexproof or shroud. We won't be able to utilize any of the deck's advantage (besides Marit Lage, potentially) unless we can target creatures to tap them. If there is a permanent that gives our opponent this protection, we can remove that permanent using any removal outlined above. If this is not possible and we must live with hexproof or shroud staying on the board, we can utilize ["},{"insert":{"card-link":"Arcane Lighthouse"}},{"insert":"] or ["},{"insert":{"card-link":"Detection Tower"}},{"insert":"] to remove it on a turn-by-turn basis.\n\nStrategy Vulnerabilities"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The strategies that can shut this deck down are go-wide (too many creatures for us to tap) or creature-light (not enough fuel for our triggers). There are two general board wipes to deal with either of these states: ["},{"insert":{"card-link":"Evacuation"}},{"insert":" ] and ["},{"insert":{"card-link":"Dismantling Wave"}},{"insert":"]. \nGo-wide strategies often rely on token generation, so ["},{"insert":{"card-link":"Evacuation"}},{"insert":"] will eliminate any tokens that have spiraled out of control. Returning creatures to the hand, rather than destroying them, ensures our opponent can re-cast at a reasonable pace and we will have creatures to tap. Something to note here is that there are other ways to deal with Go-Wide in this deck: ["},{"insert":{"card-link":"Time of Ice"}},{"insert":"] and ["},{"insert":{"card-link":"Sunblast Angel"}},{"insert":"] both remove tapped creatures. If we can cast ["},{"insert":{"card-link":"Blustersquall"}},{"insert":"], ["},{"insert":{"card-link":"Githzerai Monk"}},{"insert":"], ["},{"insert":{"card-link":"Cryptic Command"}},{"insert":"], or ["},{"insert":{"card-link":"Cone of Cold"}},{"insert":"] with a dice roll of 10+ just before ["},{"insert":{"card-link":"Time of Ice"}},{"insert":"] or ["},{"insert":{"card-link":"Sunblast Angel"}},{"insert":"], then we are looking at a perfectly tailored creature board wipe. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Since non-combat damage and creature-light decks often rely on artifacts and enchantments, the cycling version of ["},{"insert":{"card-link":"Dismantling Wave"}},{"insert":"] should temporarily shut down that strategy. It also cannot be countered because we are not casting it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nWin Conditions"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"1. ["},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":"]"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This win condition is difficult to pull off without Hylda but incredibly straightforward with her. All we have to do after playing AotSS the first time is trigger Hylda twice with her scry ability and put all cards we scry at the bottom of our library. We will have blown through the top 6 cards of our library. Our next turn, we will draw ["},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":"] and have our mana free to re-play it. \nThere are a few other cards that allow us to scry - ["},{"insert":{"card-link":"Marit Lage's Slumber"}},{"insert":"], ["},{"insert":{"card-link":"Sonic Screwdriver"}},{"insert":"], and ["},{"insert":{"card-link":"Elvish Mariner"}},{"insert":"] - but they are not as fast as Hylda. It is best for us to have at least 9 mana available when we play AotSS for the first time because the card costs 7 and we'll want to trigger Hylda twice in the same round.\n\n2. Marit Lage "},{"attributes":{"header":2},"insert":"\n"},{"insert":"We can get the beautiful Marit Lage token with the ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"] and ["},{"insert":{"card-link":"Thespian's Stage"}},{"insert":"] combo or with ["},{"insert":{"card-link":"Marit Lage's Slumber"}},{"insert":"]. \nIf we have ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"] and ["},{"insert":{"card-link":"Thespian's Stage"}},{"insert":"] on the board, we can utilize the ["},{"insert":{"card-link":"Thespian's Stage"}},{"insert":"] ability to copy ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"]. The legendary rule triggers, and we can choose to sacrifice the original ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"]. Since the copy did not enter the battlefield, it does not have any counters. The copy is immediately sacrificed to create a Marit Lage token. This land combo is emphasized in the deck with several tutors. ["},{"insert":{"card-link":"Search for Glory"}},{"insert":"] can fetch ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"], or we can fetch any other snow, legendary, or saga in a pinch; ["},{"insert":{"card-link":"Expedition Map"}},{"insert":"], ["},{"insert":{"card-link":"Tolaria West"}},{"insert":"], and ["},{"insert":{"card-link":"Urza's Cave"}},{"insert":"] can fetch both ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"] and ["},{"insert":{"card-link":"Thespian's Stage"}},{"insert":"]."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Marit Lage's Slumber"}},{"insert":"] is a much slower play to get a Marit Lage token. Having 10 snow permanents is a difficult feat, especially if we are playing an aggressive opponent. The added ability to scry whenever we drop a snow land (or any other snow permanent) makes this card worthwhile to me. Because we want as many snow lands as possible, I was very picky about the utility lands I included in the decklist. If it is not a snow land, it adds essential functionality to our cause (like removing hexproof). Since we are mostly running basic lands, ["},{"insert":{"card-link":"Arcum's Astrolabe"}},{"insert":"] comes in handy early-game (and the 1-cost draw 1 is a great added benefit). A few cards were included in place of other options, specifically because they are snow permanents: ["},{"insert":{"card-link":"Winter's Rest"}},{"insert":"], ["},{"insert":{"card-link":"On Thin Ice"}},{"insert":"], ["},{"insert":{"card-link":"Squall Drifter"}},{"insert":"], and ["},{"insert":{"card-link":"Replicating Ring"}},{"insert":"]. Other cards are great additions to the tap side of this deck, and it's just a happy coincidence that they are also snow permanents: ["},{"insert":{"card-link":"Icebind Pillar"}},{"insert":"] and ["},{"insert":{"card-link":"Frostwalk Bastion"}},{"insert":"]."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"3. Go Wide Army "},{"attributes":{"header":2},"insert":"\n"},{"insert":"Going wide with 4/4 elementals works well here - especially after a mass-tap like ["},{"insert":{"card-link":"Blustersquall"}},{"insert":"], ["},{"insert":{"card-link":"Githzerai Monk"}},{"insert":"], ["},{"insert":{"card-link":"Cryptic Command"}},{"insert":"], ["},{"insert":{"card-link":"Ensnare"}},{"insert":"] or ["},{"insert":{"card-link":"Cone of Cold"}},{"insert":"]. However, this strategy generally relies on your commander. Cards that buff with counters like ["},{"insert":{"card-link":"Solitary Sanctuary"}},{"insert":"], ["},{"insert":{"card-link":"Gideon's Avenger"}},{"insert":"], and ["},{"insert":{"card-link":"Rhoda, Geist Avenger"}},{"insert":"] can help create a threatening combat presence on your board, even without your commander. ["},{"insert":{"card-link":"Mjölnir, Storm Hammer"}},{"insert":"] will provide some assistance dealing damage to our opponents across the board as we try to take them out by attacking during combat.\n\n\nChange Log"},{"attributes":{"header":1},"insert":"\n"},{"insert":"11/7/24 "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Replaced "},{"attributes":{"color":"#ffffff"},"insert":"["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Winter's Rest"}},{"attributes":{"color":"#ffffff"},"insert":"] with ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Split Up"}},{"attributes":{"color":"#ffffff"},"insert":"]. While WR is a good option for permanent tapping and providing a snow permanent to buff ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Marit Lage's Slumber"}},{"attributes":{"color":"#ffffff"},"insert":"], WR ultimately does not provide recursive tapping for Hylda to capitalize on. ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Sunblast Angel"}},{"attributes":{"color":"#ffffff"},"insert":"] is one of the most useful cards in this deck, and ["},{"attributes":{"color":"#ffffff"},"insert":{"card-link":"Split Up"}},{"attributes":{"color":"#ffffff"},"insert":"] is just an improved reprint for our purposes. Once the Duskmourn set was released, this was an easy swap to make."},{"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"12/3/24"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Replaced ["},{"insert":{"card-link":"Sonic Screwdriver"}},{"insert":"] with ["},{"insert":{"card-link":"Brave the Sands"}},{"insert":"]. BtS was in my very first iteration of this deck, but I ended up taking it out because it was not directly related to tapping. However, several of my creatures can tap themselves to tap an opponent's creature, so having ["},{"insert":{"card-link":"Brave the Sands"}},{"insert":"] out means I can attack with my creatures on my turn and also tap them on my opponent's turn. Since the strategy of this deck is to tap opposing creatures to get through in combat, I typically have only a few creatures out at a time. Being able to double block with my 4/4s does a lot to buff my board against go-wide strategies. ["},{"insert":{"card-link":"Sonic Screwdriver"}},{"insert":"] is a really fun mana rock, but I've never used any of the supplementary abilities, so it was next on the chopping block.\n2/4/25"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Replaced ["},{"insert":{"card-link":"Tolaria West"}},{"insert":"] with a basic snow island. I put in this non-basic to function as a tutor for ["},{"insert":{"card-link":"Dark Depths"}},{"insert":"] or ["},{"insert":{"card-link":"Thespian's Stage"}},{"insert":"]. However, I already have 3 cards that tutor those lands: ["},{"insert":{"card-link":"Expedition Map"}},{"insert":"], ["},{"insert":{"card-link":"Urza's Cave"}},{"insert":"], and ["},{"insert":{"card-link":"Search for Glory"}},{"insert":"]. Each of those tutors can pivot to searching for many other cards if I’m not angling for Marit Lage, and ["},{"insert":{"card-link":"Urza's Cave"}},{"insert":"] is perfectly good to just play as a land. However, ["},{"insert":{"card-link":"Tolaria West"}},{"insert":"] comes in tapped, and that’s a huge disadvantage in a deck where I can squeeze more value out of my commander with every single mana I have, every single turn.\n3/1/25"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Replaced ["},{"insert":{"card-link":"Lost in the Maze"}},{"insert":"] with a basic snow plains. While ["},{"insert":{"card-link":"Lost in the Maze"}},{"insert":"] does both protection and tapping creatures, it does each of them inefficiently. Before this swap, I only ran 35 mana-producing lands, which is quite low for a deck that needs a lot of mana for its triggers. This swap should help even out my mana pips, reduce the likelihood of me drawing a dead card, and increase the likelihood of drawing enough lands.\nReplaced ["},{"insert":{"card-link":"Champion's Helm"}},{"insert":"] with ["},{"insert":{"card-link":"Hydroelectric Specimen // Hydroelectric Laboratory"}},{"insert":"]. ["},{"insert":{"card-link":"Champion's Helm"}},{"insert":"] is a great card to give Hylda hexproof, but the +2/+2 buff doesn't do much since we aren't attacking with her. ["},{"insert":{"card-link":"Hydroelectric Specimen // Hydroelectric Laboratory"}},{"insert":"] will protect against most of the removal spells that ["},{"insert":{"card-link":"Champion's Helm"}},{"insert":"] is meant to deal with, but (more importantly) it can also be played as a land. The first iteration of this deck was just way too short on lands.\n8/8/25"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Replaced ["},{"insert":{"card-link":"Return to Dust"}},{"insert":"] with ["},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":"]. This is a bit of a downgrade in terms of removal alone, but there are some upsides to the swap. ["},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":"] sits on the board as a 2/2, which means she can block on our opponent's turn. Since the effect is ETB, we won't be bothered if we lose the creature to chump blocking. Most importantly, we will be up to 38 mana-producing lands after this swap.\n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards