TShep
3.1k views4 days ago
Commander
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{"ops":[{"attributes":{"background":"#222222","color":"#dddddd","bold":true},"insert":"BASIC TIPS"},{"insert":"\n"},{"attributes":{"background":"#222222","color":"#dddddd"},"insert":"Try not to overcommit or do so with recursion/protection/blink effects available, the deck is built to be resilient and have escape plans but without them its pretty feels bad"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"#222222","color":"#dddddd"},"insert":"Try to mulligan for a draw card (i.e Folk Hero/Mask of Memory). Running out of steam is easy but there's typically enough tutor lines to keep game actions up."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"#222222","color":"#dddddd"},"insert":"Kill the combo players first, every time. Being a combat deck is hard enough (especially in B4), make it easier and blow combo up as soon as you can, normally the table will let you :) "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"background":"#222222","color":"#ffffff","bold":true},"insert":"TUTOR LINES"},{"insert":"\n"},{"attributes":{"background":"#222222","color":"#ffffff"},"insert":"Stoneforge Mystic to Sword of Hearth and Home blink Stoneforge to grab rest of equipment package"},{"insert":"\n\n"},{"attributes":{"background":"#222222","color":"#ffffff"},"insert":"Weathered Wayfarer to Nykthos, Shrine to Nyx, Minas Tirith for draw, Seraph Sanctuary for any life gain pay-offs (Exemplar of Light)"},{"insert":"\n\n"},{"attributes":{"background":"#222222","color":"#ffffff"},"insert":"Recruiter of the Guard Priority List:"},{"insert":"\n"},{"attributes":{"background":"#222222","color":"#ffffff"},"insert":"Stoneforge Mystic for the Hearth and Home line, can blink Recruiter to continue creature tutor line"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"#222222","color":"#ffffff"},"insert":"Karmic Guide for recursion"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mom, Selfless Spirit"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"Deep Gnome Terramancer/Archivist of Oghma (Pod Dependant)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\netc. Tutors are pretty dependant on the situation i.e start, mid or late game. It should be pretty obvious mid and late what you need or what's important, but start of the game I'm almost always looking for Stoneforge into Sword of H&H. Same with Enlightened Tutor, most of the enchantments in the list are all of different purposes but I'd say general prio is The One Ring, Smothering Tithe\n\nFUN SYNERGY\n\nLost Jitte + Exemplar of Light: A secret draw engine and a lot of people dont even know they have in their Giada lists and its very fun, d putting counters on EoL without having to gain life is pretty fun."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Windbrisk Heights + Finishers. Hiding Arkoma's Will or big Angels like Avacyn even protection like T-pros "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mask of Memory Turn 4 Avacyn: With Mask of Memory, Avacyn Angel of Hope and Karmic Guide in starting hand you can swing t3 with Giada (Mask Equipped) draw and sac Avacyn tot he Grave and then recur her T4 which is always fun and Opponent seem to appreciate. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of Hearth and Home blinking tutors is always fun and super powerful"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Starfield Shephard, just that, this card is so good no way it should be 40 cents or pence "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
Counters
The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact

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

Draw
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Equipment Package
Lost Jitte
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Legendary Artifact - Equipment

Sword of Hearth and Home
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Artifact - Equipment

Equipment Package
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Finisher
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Finisher
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Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land

Land
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Muscle
Archangel of Tithes
Flying
As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
Creature - Angel

Battle Angels of Tyr
Flying, myriad
Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
Creature - Knight Angel

Karmic Guide
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit

Sephara, Sky's Blade
You may pay and tap four untapped creatures you control with flying rather than pay this spell's mana cost.
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Legendary Creature - Angel

Serra Paragon
Flying
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Creature - Angel

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

Muscle
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Protection
Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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

Galadriel's Dismissal
Kicker (You may pay an additional as you cast this spell.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Instant

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

Protection
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Ramp
Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Angel

Ramp
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Removal
Removal
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Tokens
Luminarch Ascension
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.
: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.
Enchantment

Tokens
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Tutor
Tutor
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Maybeboard
Angel's Grace
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Instant

Forge Anew
When this enchantment enters, return target Equipment card from your graveyard to the battlefield.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
Enchantment

Pyre of Heroes
, , Sacrifice a creature: Search your library for a creature card that shares a creature type with the sacrificed creature and has mana value equal to 1 plus that creature's mana value. Put that card onto the battlefield, then shuffle. Activate only as a sorcery.
Artifact

Twilight Shepherd
Flying, vigilance
When this creature enters, return to your hand all cards in your graveyard that were put there from the battlefield this turn.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
When this creature enters, return to your hand all cards in your graveyard that were put there from the battlefield this turn.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature - Angel

Maybeboard
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"background":"#222222","color":"#dddddd","bold":true},"insert":"BASIC TIPS"},{"insert":"\n"},{"attributes":{"background":"#222222","color":"#dddddd"},"insert":"Try not to overcommit or do so with recursion/protection/blink effects available, the deck is built to be resilient and have escape plans but without them its pretty feels bad"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"#222222","color":"#dddddd"},"insert":"Try to mulligan for a draw card (i.e Folk Hero/Mask of Memory). Running out of steam is easy but there's typically enough tutor lines to keep game actions up."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"#222222","color":"#dddddd"},"insert":"Kill the combo players first, every time. Being a combat deck is hard enough (especially in B4), make it easier and blow combo up as soon as you can, normally the table will let you :) "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"background":"#222222","color":"#ffffff","bold":true},"insert":"TUTOR LINES"},{"insert":"\n"},{"attributes":{"background":"#222222","color":"#ffffff"},"insert":"Stoneforge Mystic to Sword of Hearth and Home blink Stoneforge to grab rest of equipment package"},{"insert":"\n\n"},{"attributes":{"background":"#222222","color":"#ffffff"},"insert":"Weathered Wayfarer to Nykthos, Shrine to Nyx, Minas Tirith for draw, Seraph Sanctuary for any life gain pay-offs (Exemplar of Light)"},{"insert":"\n\n"},{"attributes":{"background":"#222222","color":"#ffffff"},"insert":"Recruiter of the Guard Priority List:"},{"insert":"\n"},{"attributes":{"background":"#222222","color":"#ffffff"},"insert":"Stoneforge Mystic for the Hearth and Home line, can blink Recruiter to continue creature tutor line"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"#222222","color":"#ffffff"},"insert":"Karmic Guide for recursion"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mom, Selfless Spirit"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"color":"#ffffff"},"insert":"Deep Gnome Terramancer/Archivist of Oghma (Pod Dependant)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\netc. Tutors are pretty dependant on the situation i.e start, mid or late game. It should be pretty obvious mid and late what you need or what's important, but start of the game I'm almost always looking for Stoneforge into Sword of H&H. Same with Enlightened Tutor, most of the enchantments in the list are all of different purposes but I'd say general prio is The One Ring, Smothering Tithe\n\nFUN SYNERGY\n\nLost Jitte + Exemplar of Light: A secret draw engine and a lot of people dont even know they have in their Giada lists and its very fun, d putting counters on EoL without having to gain life is pretty fun."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Windbrisk Heights + Finishers. Hiding Arkoma's Will or big Angels like Avacyn even protection like T-pros "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mask of Memory Turn 4 Avacyn: With Mask of Memory, Avacyn Angel of Hope and Karmic Guide in starting hand you can swing t3 with Giada (Mask Equipped) draw and sac Avacyn tot he Grave and then recur her T4 which is always fun and Opponent seem to appreciate. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of Hearth and Home blinking tutors is always fun and super powerful"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Starfield Shephard, just that, this card is so good no way it should be 40 cents or pence "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}































































