126
5/3/2024
AFK the Deck
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $489.62
Salt Sum: 34.31
126
5/3/2024
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Commander

Quantity: 1Price: $0.69
Heliod, the Radiant Dawn

Creature Enchantment
Heliod, the Radiant Dawn // Heliod, the Warped Eclipse (mom) 17Heliod, the Radiant Dawn // Heliod, the Warped Eclipse (mom) 17
1

Draw

Quantity: 17Price: $115.24
Consecrated Sphinx

Flying Whenever an opponent draws a card, you may draw two cards.

Creature
Consecrated Sphinx (2x2) 43
1
Cut a Deal

Each opponent draws a card, then you draw a card for each opponent who drew a card this way.

Sorcery
Cut a Deal (onc) 63
1
Dictate of Kruphix

Flash At the beginning of each player's draw step, that player draws an additional card.

Enchantment
Dictate of Kruphix (c18) 86
1
Faerie Mastermind

Flash Flying Whenever an opponent draws their second card each turn, you draw a card. {3}{U}: Each player draws a card.

Creature
Faerie Mastermind (mom) 58
1
Font of Mythos

At the beginning of each player's draw step, that player draws two additional cards.

Artifact
Font of Mythos (plst) CON-136
1
Horn of Greed

Whenever a player plays a land, that player draws a card.

Artifact
Horn of Greed (cn2) 211
1
Howling Mine

At the beginning of each player's draw step, if Howling Mine is untapped, that player draws an additional card.

Artifact
Howling Mine (plst) M10-212
1
Kami of the Crescent Moon

At the beginning of each player's draw step, that player draws an additional card.

Creature
Kami of the Crescent Moon (voc) 107
1
Kwain, Itinerant Meddler

{T}: Each player may draw a card, then each player who drew a card this way gains 1 life.

Creature
Kwain, Itinerant Meddler (cmr) 284
1
Otherworld Atlas

{T}: Put a charge counter on Otherworld Atlas. {T}: Each player draws a card for each charge counter on Otherworld Atlas.

Artifact
Otherworld Atlas (avr) 219
1
Smuggler's Share

At the beginning of each end step, draw a card for each opponent who drew two or more cards this turn, then create a Treasure token for each opponent who had two or more lands enter the battlefield under their control this turn.

Enchantment
Smuggler's Share (mkc) 84
1
Temple Bell

{T}: Each player draws a card.

Artifact
Temple Bell (c16) 277
1
Vision Skeins

Each player draws two cards.

Instant
Vision Skeins (e01) 29
1
Walking Archive

Defender (This creature can't attack.) Walking Archive enters the battlefield with a +1/+1 counter on it. At the beginning of each player's upkeep, that player draws a card for each +1/+1 counter on Walking Archive. {2}{W}{U}: Put a +1/+1 counter on Walking Archive.

Creature Artifact
Walking Archive (plst) DIS-169
1
Well of Ideas

When Well of Ideas enters the battlefield, draw two cards. At the beginning of each other player's draw step, that player draws an additional card. At the beginning of your draw step, draw two additional cards.

Enchantment
Well of Ideas (2xm) 75
1
Windfall

Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

Sorcery
Windfall (otc) 123
1
Words of Wisdom

You draw two cards, then each other player draws a card.

Instant
Words of Wisdom (ody) 114
1

Finisher

Quantity: 6Price: $20.14
Blue Sun's Zenith

Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library.

Instant
Blue Sun's Zenith (a25) 44
1
Drown in Dreams

Choose one. If you control a commander as you cast this spell, you may choose both. • Target player draws X cards. • Target player mills twice X cards.

Instant
Drown in Dreams (mic) 13
1
Fascination

Choose one — • Each player draws X cards. • Each player mills X cards.

Sorcery
Fascination (plst) FRF-34
1
Forced Fruition

Whenever an opponent casts a spell, that player draws seven cards.

Enchantment
Forced Fruition (plst) LRW-66
1
Prosperity

Each player draws X cards.

Sorcery
Prosperity (c13) 54
1
Skyscribing

Each player draws X cards. Forecast — {2}{U}, Reveal Skyscribing from your hand: Each player draws a card. (Activate only during your upkeep and only once each turn.)

Sorcery
Skyscribing (c13) 57
1

Land

Quantity: 35Price: $92.45
Adarkar Wastes

{T}: Add {C}. {T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.

Land
Adarkar Wastes (dmu) 243
1
Ancient Den

{T}: Add {W}.

Artifact Land
Ancient Den (brc) 172
1
Azorius Chancery

Azorius Chancery enters the battlefield tapped. When Azorius Chancery enters the battlefield, return a land you control to its owner's hand. {T}: Add {W}{U}.

Land
Azorius Chancery (clu) 229
1
Buried Ruin

{T}: Add {C}. {2}, {T}, Sacrifice Buried Ruin: Return target artifact card from your graveyard to your hand.

Land
Buried Ruin (onc) 147
1
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (otc) 280
1
Darksteel Citadel

Indestructible {T}: Add {C}.

Artifact Land
Darksteel Citadel (brc) 180
1
Eiganjo, Seat of the Empire

{T}: Add {W}. Channel — {2}{W}, Discard Eiganjo, Seat of the Empire: It deals 4 damage to target attacking or blocking creature. This ability costs {1} less to activate for each legendary creature you control.

Land
Eiganjo, Seat of the Empire (neo) 268
1
Evolving Wilds

{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Land
Evolving Wilds (otc) 292
1
Geier Reach Sanitarium

{T}: Add {C}. {2}, {T}: Each player draws a card, then discards a card.

Land
Geier Reach Sanitarium (lcc) 335
1
Glacial Fortress

Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island. {T}: Add {W} or {U}.

Land
Glacial Fortress (xln) 255
1
Island

({T}: Add {U}.)

Land
Island (otj) 280
5
Magosi, the Waterveil

Magosi, the Waterveil enters the battlefield tapped. {T}: Add {U}. {U}, {T}: Put an eon counter on Magosi, the Waterveil. Skip your next turn. {T}, Remove an eon counter from Magosi, the Waterveil and return it to its owner's hand: Take an extra turn after this one.

Land
Magosi, the Waterveil (zen) 218
1
Mikokoro, Center of the Sea

{T}: Add {C}. {2}, {T}: Each player draws a card.

Land
Mikokoro, Center of the Sea (dmc) 217
1
Otawara, Soaring City

{T}: Add {U}. Channel — {3}{U}, Discard Otawara, Soaring City: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs {1} less to activate for each legendary creature you control.

Land
Otawara, Soaring City (neo) 271
1
Plains

({T}: Add {W}.)

Land
Plains (otj) 278
8
Port Town

As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped. {T}: Add {W} or {U}.

Land
Port Town (cmm) 1019
1
Prairie Stream

({T}: Add {W} or {U}.) Prairie Stream enters the battlefield tapped unless you control two or more basic lands.

Land
Prairie Stream (mkc) 281
1
Razortide Bridge

Razortide Bridge enters the battlefield tapped. Indestructible {T}: Add {W} or {U}.

Artifact Land
Razortide Bridge (brc) 195
1
Reliquary Tower

You have no maximum hand size. {T}: Add {C}.

Land
Reliquary Tower (otc) 312
1
Sea of Clouds

Sea of Clouds enters the battlefield tapped unless you have two or more opponents. {T}: Add {W} or {U}.

Land
Sea of Clouds (clb) 360
1
Seat of the Synod

{T}: Add {U}.

Artifact Land
Seat of the Synod (j22) 820
1
Temple of Enlightenment

Temple of Enlightenment enters the battlefield tapped. When Temple of Enlightenment enters the battlefield, scry 1. {T}: Add {W} or {U}.

Land
Temple of Enlightenment (mkc) 302
1
Terramorphic Expanse

{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Land
Terramorphic Expanse (otc) 336
1
Tyrite Sanctum

{T}: Add {C}. {2}, {T}: Target legendary creature becomes a God in addition to its other types. Put a +1/+1 counter on it. {4}, {T}, Sacrifice Tyrite Sanctum: Put an indestructible counter on target God.

Land
Tyrite Sanctum (cmm) 1049
1

Protection

Quantity: 13Price: $192.23
Chronomantic Escape

Until your next turn, creatures can't attack you. Exile Chronomantic Escape with three time counters on it. Suspend 3—{2}{W} (Rather than cast this card from your hand, you may pay {2}{W} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)

Sorcery
Chronomantic Escape (fut) 4
1
Cosmic Intervention

If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step. Foretell {1}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Instant
Cosmic Intervention (khc) 3
1
Eon Frolicker

Flying When Eon Frolicker enters the battlefield, if you cast it, target opponent takes an extra turn after this one. Until your next turn, you and planeswalkers you control gain protection from that player. (You and planeswalkers you control can't be targeted, dealt damage, or enchanted by anything controlled by that player.)

Creature
Eon Frolicker (c20) 33
1
Lightning Greaves

Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}

Artifact
Lightning Greaves (otc) 260
1
Noble Heritage

Commander creatures you own have "When this creature enters the battlefield and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)

Enchantment
Noble Heritage (clb) 35
1
Orbs of Warding

You have hexproof. (You can't be the target of spells or abilities your opponents control.) If a creature would deal damage to you, prevent 1 of that damage.

Artifact
Orbs of Warding (ori) 234
1
Orzhov Advokist

At the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. If a player does, creatures that player controls can't attack you or planeswalkers you control until your next turn.

Creature
Orzhov Advokist (mkc) 77
1
Platinum Angel

Flying You can't lose the game and your opponents can't win the game.

Creature Artifact
Platinum Angel (plst) CN2-214
1
Solitary Confinement

At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card. Skip your draw step. You have shroud. (You can't be the target of spells or abilities.) Prevent all damage that would be dealt to you.

Enchantment
Solitary Confinement (mh2) 265
1
Sudden Disappearance

Exile all nonland permanents target player controls. Return the exiled cards to the battlefield under their owner's control at the beginning of the next end step.

Sorcery
Sudden Disappearance (dka) 23
1
Teferi's Protection

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

Instant
Teferi's Protection (2x2) 32
1
The One Ring

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

Artifact
The One Ring (ltr) 380
1
The Stasis Coffin

{2}, {T}, Exile The Stasis Coffin: You gain protection from everything until your next turn.

Artifact
The Stasis Coffin (bro) 245
1

Ramp

Quantity: 16Price: $24.92
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (otc) 252
1
Archaeomancer's Map

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

Artifact
Archaeomancer's Map (c21) 12
1
Azorius Signet

{1}, {T}: Add {W}{U}.

Artifact
Azorius Signet (clu) 219
1
Chronatog Totem

{T}: Add {U}. {1}{U}: Chronatog Totem becomes a 1/2 blue Atog artifact creature until end of turn. {0}: Chronatog Totem gets +3/+3 until end of turn. You skip your next turn. Activate only once each turn and only if Chronatog Totem is a creature.

Artifact
Chronatog Totem (tsp) 252
1
Coveted Jewel

When Coveted Jewel enters the battlefield, draw three cards. {T}: Add three mana of any one color. Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of Coveted Jewel. Untap it.

Artifact
Coveted Jewel (moc) 353
1
Gilded Lotus

{T}: Add three mana of any one color.

Artifact
Gilded Lotus (cmm) 387
1
Machine God's Effigy

You may have Machine God's Effigy enter the battlefield as a copy of any creature on the battlefield, except it's an artifact and it has "{T}: Add {U}." (It's not a creature.) {T}: Add {U}.

Artifact
Machine God's Effigy (brc) 16
1
Marble Diamond

Marble Diamond enters the battlefield tapped. {T}: Add {W}.

Artifact
Marble Diamond (clb) 320
1
Midnight Clock

{T}: Add {U}. {2}{U}: Put an hour counter on Midnight Clock. At the beginning of each upkeep, put an hour counter on Midnight Clock. When the twelfth hour counter is put on Midnight Clock, shuffle your hand and graveyard into your library, then draw seven cards. Exile Midnight Clock.

Artifact
Midnight Clock (otc) 100
1
Sky Diamond

Sky Diamond enters the battlefield tapped. {T}: Add {U}.

Artifact
Sky Diamond (scd) 273
1
Skyclave Relic

Kicker {3} Indestructible When Skyclave Relic enters the battlefield, if it was kicked, create two tapped tokens that are copies of Skyclave Relic. {T}: Add one mana of any color.

Artifact
Skyclave Relic (moc) 380
1
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (otc) 267
1
Solemn Simulacrum

When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When Solemn Simulacrum dies, you may draw a card.

Creature Artifact
Solemn Simulacrum (mkc) 238
1
Talisman of Progress

{T}: Add {C}. {T}: Add {W} or {U}. Talisman of Progress deals 1 damage to you.

Artifact
Talisman of Progress (mkc) 243
1
Walking Atlas

{T}: You may put a land card from your hand onto the battlefield.

Creature Artifact
Walking Atlas (wwk) 131
1
Wayfarer's Bauble

{2}, {T}, Sacrifice Wayfarer's Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Artifact
Wayfarer's Bauble (lcc) 317
1

Removal

Quantity: 5Price: $14.31
Heliod's Intervention

Choose one — • Destroy X target artifacts and/or enchantments. • Target player gains twice X life.

Instant
Heliod's Intervention (otc) 81
1
Rewind

Counter target spell. Untap up to four lands.

Instant
Rewind (m21) 63
1
Spell Burst

Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Counter target spell with mana value X.

Instant
Spell Burst (tsr) 88
1
Unwind

Counter target noncreature spell. Untap up to three lands.

Instant
Unwind (dom) 72
1
Winds of Abandon

Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle. Overload {4}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Winds of Abandon (plst) MH1-37
1

Skip Turn

Quantity: 3Price: $7.17
Chronatog

{0}: Chronatog gets +3/+3 until end of turn. You skip your next turn. Activate only once each turn.

Creature
Chronatog (vis) 28
1
Eater of Days

Flying, trample When Eater of Days enters the battlefield, you skip your next two turns.

Creature Artifact
Eater of Days (plst) DST-120
1
Meditate

Draw four cards. You skip your next turn.

Instant
Meditate (tmp) 76
1

Tutor

Quantity: 3Price: $10.48
Fabricate

Search your library for an artifact card, reveal it, put it into your hand, then shuffle.

Sorcery
Fabricate (plst) M10-52
1
Reshape

As an additional cost to cast this spell, sacrifice an artifact. Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.

Sorcery
Reshape (plst) 2XM-64
1
Whir of Invention

Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.

Instant
Whir of Invention (plst) AER-49
1

Untap

Quantity: 1Price: $11.99
Unwinding Clock

Untap all artifacts you control during each other player's untap step.

Artifact
Unwinding Clock (plst) NPH-164
1

Maybeboard

Quantity: 20Price: $130.02
Academy Ruins

{T}: Add {C}. {1}{U}, {T}: Put target artifact card from your graveyard on top of your library.

Land
Academy Ruins (plst) 2XM-309
1
Astral Cornucopia

Astral Cornucopia enters the battlefield with X charge counters on it. {T}: Choose a color. Add one mana of that color for each charge counter on Astral Cornucopia.

Artifact
Astral Cornucopia (cm2) 172
1
Blossoming Calm

You gain hexproof until your next turn. You gain 2 life. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

Instant
Blossoming Calm (mh2) 7
1
Chronosavant

{1}{W}: Return Chronosavant from your graveyard to the battlefield tapped. You skip your next turn.

Creature
Chronosavant (tsp) 9
1
Darksteel Forge

Artifacts you control have indestructible. (Effects that say "destroy" don't destroy them. Artifact creatures with indestructible can't be destroyed by damage.)

Artifact
Darksteel Forge (2xm) 248
1
Don't Move

Destroy all tapped creatures. Until your next turn, whenever a creature becomes tapped, destroy it.

Sorcery
Don't Move (rex) 1
1
Folio of Fancies

Players have no maximum hand size. {X}{X}, {T}: Each player draws X cards. {2}{U}, {T}: Each opponent mills cards equal to the number of cards in their hand.

Artifact
Folio of Fancies (eld) 46
1
Glacial Chasm

Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Glacial Chasm enters the battlefield, sacrifice a land. Creatures you control can't attack. Prevent all damage that would be dealt to you.

Land
Glacial Chasm (ice) 353
1
Hithlain Rope

Hithlain Rope can't be sacrificed. {1}, {T}: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. The player to your right gains control of Hithlain Rope. {2}, {T}: Draw a card. The player to your right gains control of Hithlain Rope.

Artifact
Hithlain Rope (ltc) 486
1
Island Sanctuary

If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.

Enchantment
Island Sanctuary (5ed) 39
1
Leyline of Anticipation

If Leyline of Anticipation is in your opening hand, you may begin the game with it on the battlefield. You may cast spells as though they had flash.

Enchantment
Leyline of Anticipation (clb) 726
1
Mithril Coat

Flash Indestructible When Mithril Coat enters the battlefield, attach it to target legendary creature you control. Equipped creature has indestructible. Equip {3}

Artifact
Mithril Coat (ltr) 696
1
Pact of Negation

Counter target spell. At the beginning of your next upkeep, pay {3}{U}{U}. If you don't, you lose the game.

Instant
Pact of Negation (tsr) 77
1
Path to Exile

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Instant
Path to Exile (otc) 85
1
Pendant of Prosperity

Pendant of Prosperity enters the battlefield under the control of an opponent of your choice. {2}, {T}: Draw a card, then you may put a land card from your hand onto the battlefield. Pendant of Prosperity's owner draws a card, then that player may put a land card from their hand onto the battlefield.

Artifact
Pendant of Prosperity (c21) 256
1
Settle the Wreckage

Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.

Instant
Settle the Wreckage (xln) 34
1
Stinging Lionfish

Whenever you cast your first spell during each opponent's turn, you may tap or untap target nonland permanent.

Creature Enchantment
Stinging Lionfish (j22) 352
1
Stroke of Genius

Target player draws X cards.

Instant
Stroke of Genius (moc) 238
1
Swiftfoot Boots

Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.) Equip {1}

Artifact
Swiftfoot Boots (otc) 268
1
Waterspout Elemental

Kicker {U} (You may pay an additional {U} as you cast this spell.) Flying When Waterspout Elemental enters the battlefield, if it was kicked, return all other creatures to their owners' hands and you skip your next turn.

Creature
Waterspout Elemental (pls) 38
1

Deck Stats

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Description

{"ops":[{"attributes":{"underline":true},"insert":"AFK the Deck"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Summary to Pilot"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This "},{"attributes":{"bold":true},"insert":"Heliod, the Radiant Dawn "},{"insert":"deck aims to flip the tables of gameplay by playing on our opponents turn while skipping our own turns. \n\nStart by playing effects to get the whole table drawing extra cards. Set up protections that last \"until your next turn\" (such as "},{"attributes":{"bold":true},"insert":"Noble Heritage"},{"insert":" or "},{"attributes":{"bold":true},"insert":"The One Ring"},{"insert":") but then prolong their effects by skipping as many turns as possible (ideally with "},{"attributes":{"bold":true},"insert":"Chronatog "},{"insert":"or its totem variant). Key to the deck is tutoring up and playing "},{"attributes":{"bold":true},"insert":"Unwinding Clock"},{"insert":" which lets us untap all our mana rocks each turn so we can cast spells on our opponents' turns using "},{"attributes":{"bold":true},"insert":"Heliod's "},{"insert":"ability to give all our cards "},{"attributes":{"italic":true},"insert":"Flash"},{"insert":". Our goal is to draw-out our opponents with a blow-out chain of X draw spells ("},{"attributes":{"bold":true},"insert":"Prosperity"},{"insert":", "},{"attributes":{"bold":true},"insert":"Fascination"},{"insert":","},{"attributes":{"bold":true},"insert":" Sky Scribing"},{"insert":", etc).\n\nDetailed Strategy"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"underline":true},"insert":"Early Game (Turns 1-6)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our early game is all about set-up. Ramp with mana rocks, and get out as many "},{"attributes":{"bold":true},"insert":"Howling Mine"},{"insert":" effects as we can. Prioritize playing our artifact lands, and anything that will let us draw when it is not our turn ("},{"attributes":{"bold":true},"insert":"Smuggler's Share"},{"insert":", "},{"attributes":{"bold":true},"insert":"Temple Bell"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Faerie Mastermind"},{"insert":" are our best options). We won't have many turns going into the mid game, so play any creatures with tap effects early to get rid of their summoning sickness (such as "},{"attributes":{"bold":true},"insert":"Walking Atlas"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Kwain, Itinerant Meddler"},{"insert":"), as well as any upkeep-triggered protection effects so we can trigger them before the mid game (such as "},{"attributes":{"bold":true},"insert":"Noble Heritage"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Orzhov Advokist"},{"insert":").\n\n"},{"attributes":{"underline":true},"insert":"Mid Game (Turns 6-9)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Timing our pivot to the mid game is crucial and is signaled by playing "},{"attributes":{"bold":true},"insert":"Heliod "},{"insert":"and flipping him to his backside on the same turn. Before we bring the commander out we should have 3 things ready. If we do not have these things, focus on drawing more cards and tutoring key pieces.\n"},{"attributes":{"italic":true},"insert":"At least 7 mana on the field (enough to play and flip Heliod). "},{"insert":"Our commander's front side means almost nothing to us. You can choose to delay the flip till your next turn, but this is risky as we leave ourselves open to interaction from our opponents."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Something to make the table draw extra cards - including ourselves."},{"insert":" Drawing when it is not our turn is crucial to the strategy of skipping our turns, and making our opponents draw helps in playing higher-cost spells on our opponents' turns."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Unwinding Clock"},{"attributes":{"italic":true},"insert":" in hand, play, or have a way to tutor for that card"},{"insert":". Without this card our resources on our opponents turns will diminish as we play spells and we won't be able to skip turns efficiently. If we have a few draw spells in hand (especially an X spell) we could chain into this card or a tutor if we feel pressured to move our strategy forward."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nOnce in the mid game, we want to draw and play cards during our opponents turns, taking advantage of "},{"attributes":{"bold":true},"insert":"Heliod's "},{"insert":"cost-reduction and ability to give all our cards "},{"attributes":{"italic":true},"insert":"Flash"},{"insert":". \nUse small table-wide draw effects to continue playing mana rocks and "},{"attributes":{"bold":true},"insert":"Howling Mine "},{"insert":"effects until we get a way to start skipping turns; "},{"attributes":{"bold":true},"insert":"Chronatog "},{"insert":"and "},{"attributes":{"bold":true},"insert":"Chronatog Totem"},{"insert":" give us infinite skips, while "},{"attributes":{"bold":true},"insert":"Meditate, Eater of Days, "},{"insert":"and "},{"attributes":{"bold":true},"insert":"Magosi, the Waterveil"},{"insert":" give us a few well-timed skips which can prolong a protection effect while we continue our strategy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"With a skip turn enabler, its time to focus on protection. It can be amazing timing to start skipping turns once our opponents have taken deals from "},{"attributes":{"bold":true},"insert":"Noble Heritage"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Orzhov Advokist"},{"insert":", otherwise our best go-to cards are "},{"attributes":{"bold":true},"insert":"The One Ring"},{"insert":" or "},{"attributes":{"bold":true},"insert":"The Stasis Coffin "},{"insert":"which both grant "},{"attributes":{"italic":true},"insert":"Protection from Everything"},{"insert":" until our next turn. Since we have have multiple protection effects, we can trigger one of them while only having limited turn-skips to buy us time to either find a true skip turn enabler, or bring about the end game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use any excess tutors to grab necessary pieces. Remember that since we have "},{"attributes":{"italic":true},"insert":"Flash "},{"insert":"on all our cards, throwing down a protection effect at instant-speed even when not fully set-up can be a worthy strategy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Late Game (Playing on Other Players' Turns)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"With our commander online, a skip-turn enabler, and decent protection, we have reached our late game. Continue playing mana rocks and "},{"attributes":{"bold":true},"insert":"Howling Mine "},{"insert":"effects, using "},{"attributes":{"bold":true},"insert":"Heliod's "},{"insert":"cost-reduction and "},{"attributes":{"italic":true},"insert":"Flash "},{"insert":"abilities. Cards like "},{"attributes":{"bold":true},"insert":"Walking Atlas"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Archaeomancer's Map"},{"insert":" will allow us to continue playing lands, but our main source of mana will be our mana rocks and artifact lands being untapped each turn by "},{"attributes":{"bold":true},"insert":"Unwinding Clock"},{"insert":". We want to keep our opponents drawing as many cards as possible until we are ready to spring the end-game (likely in response to another opponent trying to win).\n\n"},{"attributes":{"underline":true},"insert":"End Game (Turn Unknown)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Bringing about the end game is all about preference - bring it about when you feel the game has lasted long enough, in response to a player trying to win, or in response to someone disrupting your board. "},{"attributes":{"bold":true},"insert":"Forced Fruition"},{"insert":" as well as "},{"attributes":{"bold":true},"insert":"Prosperity "},{"insert":"and other X draw spells are our finishers. As we make our opponents draw cards, our spells get cheaper, allowing us to play artifacts for free, or chain into even-more draw spells. 2-3 table-wide X draw spells are usually enough to draw our entire deck, so switch to targeted X draw spells (like "},{"attributes":{"bold":true},"insert":"Blue Sun's Zenith"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Drown in Dreams"},{"insert":") or count the remaining cards in your deck before the 3rd casting (we want our opponents to have little to no library, but we need to stop shy of decking ourselves). Since we are skipping our turns, our opponents will run out of cards before we do if they can't find a way past our protections.\n\nProblem Solving - AKA: Interaction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"For the most part, we do not care about our opponents' board states so long as our key combo pieces remain untouched. If something threatens "},{"attributes":{"bold":true},"insert":"Heliod"},{"insert":", our "},{"attributes":{"bold":true},"insert":"Unwinding Clock"},{"insert":", or an opponent is too close to winning, we have a variety of options:\nCounterspells like "},{"attributes":{"bold":true},"insert":"Rewind "},{"insert":"and "},{"attributes":{"bold":true},"insert":"Unwind "},{"insert":"not only protect our stuff, but net-gain us mana if our commander is online; "},{"attributes":{"bold":true},"insert":"Spell Burst"},{"insert":" is a particularly nasty late game counter as it has "},{"attributes":{"italic":true},"insert":"Buyback"},{"insert":". "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Winds of Abandon"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Heliod's Intervention "},{"insert":"can snipe any combo about to pop-off before we're ready for the end game. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cosmic Intervention"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Sudden Disappearance"},{"insert":" are recovery spells in the event of a mass-artifact wipe that we are unable to counter; they do reset our commander, but if he is also in the blast we can afford to take 1 turn to re-enable him before going AFK on our turns again."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Chronomantic Escape"},{"insert":" can keep attacking decks at bay, such as those that stop damage from being prevented or rely on attack-triggers; the spell also re-"},{"attributes":{"italic":true},"insert":"suspends "},{"insert":"itself which can help us reapply protection if we're forced to take a few of our own turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Orbs of Warding"},{"insert":" can give us "},{"attributes":{"italic":true},"insert":"Hexproof "},{"insert":"and "},{"attributes":{"bold":true},"insert":"Solitary Confinement"},{"insert":" gives us "},{"attributes":{"italic":true},"insert":"Shroud"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Otawara, the Soaring City"},{"insert":" if drawn in the mid or late game is great for bouncing "},{"attributes":{"bold":true},"insert":"Unwinding Clock"},{"insert":" so we can avoid targeted removal and then re-play it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Tyrite Sanctum "},{"insert":"and "},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"insert":" can help protect "},{"attributes":{"bold":true},"insert":"Heliod "},{"insert":"if those cards reach us in the early game, or can help us recover after a wipe in the mid game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Platinum Angel "},{"insert":"is a catch-all for any opponent finding clever ways to win or eliminate us from the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"As a last-resort, "},{"attributes":{"bold":true},"insert":"Teferi's Protection "},{"insert":"can save us from unavoidable consequences, and its effects will persist through all our skipped turns, making us truly AFK for a few passes around the table while our opponents fight amongst themselves."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Finally, remember that with "},{"attributes":{"bold":true},"insert":"Heliod "},{"insert":"online everything we play has "},{"attributes":{"italic":true},"insert":"Flash"},{"insert":", so we can respond to most everything (other than split-second) including trying to stretch for the end game in response to any play from an opponent - potentially forcing them to lose while their interaction is still on the stack, or at worst crippling their deck enough for us to draw-out victory."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nUpgrades and Budget Alternatives"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The maybeboard contains cards that can provide some variation on this deck's theme. Some of these might be alternative choices depending on your budget or your personal tastes. Some key callouts include:\n"},{"attributes":{"bold":true},"insert":"Hilthain Rope"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Pendant of Prosperity"},{"insert":" can take the deck a bit more in the group-hug direction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Settle the Wreckage, Swiftfoot Boots, "},{"insert":"and "},{"attributes":{"bold":true},"insert":"Island Sanctuary"},{"insert":" can be budget alternatives for "},{"attributes":{"bold":true},"insert":"Winds of Abandon, Lightning Greaves, "},{"insert":"and "},{"attributes":{"bold":true},"insert":"Teferi's Protection"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Darksteel Forge, Academy Ruins, Mithral Coat, "},{"insert":"and "},{"attributes":{"bold":true},"insert":"Pact of Negation"},{"insert":" can be upgrades to "},{"attributes":{"bold":true},"insert":"Cosmic Intervention, Buried Ruin, Lightning Greaves"},{"insert":", and any counterspell."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Don't Move "},{"insert":"works as a continuous board wipe against any creatures that need to tap and can be an upgrade from "},{"attributes":{"bold":true},"insert":"Winds of Abandon"},{"insert":", but the card can be a bit punishing for a casual play group given our deck's ability to skip infinite turns, resulting in slowed gameplay and us becoming the archenemy; I suggest clearing this card with your playgroup before including it."},{"attributes":{"list":"bullet"},"insert":"\n"}]}
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