1535 views16 months ago
Commander
Size: 100Est cost: $775.16Salt sum: 41.36
Scherezad
1535 views16 months ago
Commander
Size: 100Est cost: $775.16Salt sum: 41.36
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Commander
Commander
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Card Advantage
Card Advantage
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Interaction
Invasion of Gobakhan
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
When this Siege enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
Battle - Siege


Interaction
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Land
Monumental Henge
This land enters tapped unless you control a Plains.
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Land

Land
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Mana
Defiler of Faith
Vigilance
As an additional cost to cast white permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of white mana you pay.
Whenever you cast a white permanent spell, create a 1/1 white Soldier creature token.
As an additional cost to cast white permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of white mana you pay.
Whenever you cast a white permanent spell, create a 1/1 white Soldier creature token.
Creature - Human Phyrexian

Mana
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Recursion
Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Recursion
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Speedbumps
Anointed Peacekeeper
Vigilance
As this creature enters, look at an opponent's hand, then choose any card name.
Spells your opponents cast with the chosen name cost more to cast.
Activated abilities of sources with the chosen name cost more to activate unless they're mana abilities.
As this creature enters, look at an opponent's hand, then choose any card name.
Spells your opponents cast with the chosen name cost more to cast.
Activated abilities of sources with the chosen name cost more to activate unless they're mana abilities.
Creature - Human Cleric

Gideon of the Trials
+1: Until your next turn, prevent all damage target permanent would deal.
0: Until end of turn, Gideon becomes a 4/4 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
0: You get an emblem with "As long as you control a Gideon planeswalker, you can't lose the game and your opponents can't win the game."
0: Until end of turn, Gideon becomes a 4/4 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
0: You get an emblem with "As long as you control a Gideon planeswalker, you can't lose the game and your opponents can't win the game."
Legendary Planeswalker - Gideon

Speedbumps
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Threats & Synergy
Archangel Elspeth
+1: Create a 1/1 white Soldier creature token with lifelink.
−2: Put two +1/+1 counters on target creature. It becomes an Angel in addition to its other types and gains flying.
−6: Return all nonland permanent cards with mana value 3 or less from your graveyard to the battlefield.
−2: Put two +1/+1 counters on target creature. It becomes an Angel in addition to its other types and gains flying.
−6: Return all nonland permanent cards with mana value 3 or less from your graveyard to the battlefield.
Legendary Planeswalker - Elspeth

Gideon Blackblade
During your turn, Gideon Blackblade is a 4/4 Human Soldier creature with indestructible that's still a planeswalker.
Prevent all damage that would be dealt to Gideon Blackblade during your turn.
+1: Up to one other target creature you control gains your choice of vigilance, lifelink, or indestructible until end of turn.
−6: Exile target nonland permanent.
Prevent all damage that would be dealt to Gideon Blackblade during your turn.
+1: Up to one other target creature you control gains your choice of vigilance, lifelink, or indestructible until end of turn.
−6: Exile target nonland permanent.
Legendary Planeswalker - Gideon

Gideon, Ally of Zendikar
+1: Until end of turn, Gideon becomes a 5/5 Human Soldier Ally creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
0: Create a 2/2 white Knight Ally creature token.
−4: You get an emblem with "Creatures you control get +1/+1."
0: Create a 2/2 white Knight Ally creature token.
−4: You get an emblem with "Creatures you control get +1/+1."
Legendary Planeswalker - Gideon

Gideon, Martial Paragon
+2: Untap all creatures you control. Those creatures get +1/+1 until end of turn.
0: Until end of turn, Gideon becomes a 5/5 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
−10: Creatures you control get +2/+2 until end of turn. Tap all creatures your opponents control.
0: Until end of turn, Gideon becomes a 5/5 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
−10: Creatures you control get +2/+2 until end of turn. Tap all creatures your opponents control.
Legendary Planeswalker - Gideon

Gideon, the Oathsworn
Whenever you attack with two or more non-Gideon creatures, put a +1/+1 counter on each of those creatures.
+2: Until end of turn, Gideon becomes a 5/5 white Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn. (He can't attack if he was cast this turn.)
−9: Exile Gideon and each creature your opponents control.
+2: Until end of turn, Gideon becomes a 5/5 white Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn. (He can't attack if he was cast this turn.)
−9: Exile Gideon and each creature your opponents control.
Legendary Planeswalker - Gideon

God-Eternal Oketra
Double strike
Whenever you cast a creature spell, create a 4/4 black Zombie Warrior creature token with vigilance.
When God-Eternal Oketra dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Whenever you cast a creature spell, create a 4/4 black Zombie Warrior creature token with vigilance.
When God-Eternal Oketra dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Legendary Creature - Zombie God

Guide of Souls
Whenever another creature you control enters, you gain 1 life and get (an energy counter).
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Creature - Human Cleric

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

Myrel, Shield of Argive
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Legendary Creature - Human Soldier

Odric, Lunarch Marshal
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
Legendary Creature - Human Soldier

Threats & Synergy
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Maybeboard
Basri, Tomorrow's Champion
, , Exert Basri: Create a 1/1 white Cat creature token with lifelink. (An exerted creature won't untap during your next untap step.)
Cycling (, Discard this card: Draw a card.)
When you cycle this card, Cats you control gain hexproof and indestructible until end of turn.
Cycling (, Discard this card: Draw a card.)
When you cycle this card, Cats you control gain hexproof and indestructible until end of turn.
Legendary Creature - Human Knight

Charitable Levy
Noncreature spells cost more to cast.
Whenever a player casts a noncreature spell, put a collection counter on this enchantment. Then if there are three or more collection counters on it, sacrifice it. If you do, draw a card, then you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Whenever a player casts a noncreature spell, put a collection counter on this enchantment. Then if there are three or more collection counters on it, sacrifice it. If you do, draw a card, then you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Enchantment

Perilous Snare
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield.
Max speed — : Put a +1/+1 counter on target creature or Vehicle you control. Activate only as a sorcery.
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield.
Max speed — : Put a +1/+1 counter on target creature or Vehicle you control. Activate only as a sorcery.
Artifact

Rammas Echor, Ancient Shield
Whenever you cast your second spell each turn, draw a card, then create a 0/3 white Wall creature token with defender.
At the beginning of combat on your turn, creatures you control with defender gain exalted until end of turn. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
At the beginning of combat on your turn, creatures you control with defender gain exalted until end of turn. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
Legendary Artifact

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"My pride and joy. A decently powerful deck that does decently powerful, but fair things, using decently powerful cards.\n\nThe foundation of this deck started with one core thought:\n\"I want to build a monowhite deck that never suffers for card advantage.\""},{"attributes":{"header":2},"insert":"\n"},{"insert":"I like to think I succeeded in this objective.\n\nThe core of this idea was planeswalkers. Planeswalkers are powerful value engines, with intrinsic synergies in monowhite. Using said 'walkers, one can form solid pillars to many core functions of a deck-- mana, card draw, removal. In monowhite in particular, many 'walkers have abilities that can provide buffs to your creatures; some temporary, others more permanent. The result of leaning into that angle being a very quirky voltron deck.\n\nFrom there, I mostly tried to shore up those core functions. To that end, I focused on creatures and equipment that satisfied the needs of the deck where I could, and used pieces synergistic with the rest of the deck where possible-- inspired by Rachel Weeks' article about not evaluating cards in a vacuum. This has resulted in a web of synergies in the deck that would resemble a conspiracy board if properly mapped out.\n\nOn the note of synergies, there are more than just Planeswalker synergies in here-- there are equipment, weenies, and other, less broad-strokes categories of synergy within the deck. It's gotten to the point where in this deck, having a mana value greater than three can be grounds for taking a card out of the deck (please see the changelog wherein I removed Mangara).\n\nDid I succeed in my goal? Did I manage to make a monowhite deck that never runs out of things to do?\nDoes only having hit 0 cards in hand like... twice across probably a hundred games count? And one of those was against a particularly grindy Gyome deck.\nDoes having on multiple occasions managing to outramp everybody else at the table-- including a green deck or two-- using monowhite count?\n\nYes.\nI succeeded.\n\nIn light of this fact, I'm thinking of writing a proper primer on the deck. I won't do so right now, but that's probably going to be a project I start work on soon.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Log of Changes as of June 24, 2021"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"March 13, 2023"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Total Overhaul. No detailed notes this time.\nGot sick of the old version, and have been testing out this new iteration. Feels good to play with my home group, but haven't taken it into pug pods much. Also haven't been playing quite as much of late.\nWith March of the Machine right around the corner, it wouldn't surprise me to see more changes coming soonish... that said, making cuts from my monocolor decks is always hard.\n\nThat said, I've got many, many eyes upon Elspeth's Talent.\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"June 29, 2022"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I'm on a roll with these, aren't I?\n\nIn: Blacksmith's Skill; Teferi's Protection\nOut: Mother of Runes; Comeuppance\n\n"},{"attributes":{"italic":true},"insert":"In: Blacksmith's Skill"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Mom"},{"insert":"\nReason: I might've just been thinking a bit too much, hence the test cut category use... but Mom is a bit too slow in this deck. She takes a full turn to be online, and I'd much rather cast my commander on turn 1. She's too slow when it counts, and doesn't protect from the truly dangerous stuff for this deck. Also, she can only protect creatures, which... are kinda sparse in this deck. I'm going to experiment with Skill, and see if I like how it feels. I like the theory of it, given it can protect any one permanent, which is quite good.\n\n"},{"attributes":{"italic":true},"insert":"In: Teferi's Protection"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Comeuppance"},{"insert":"\nReason: Holding up 4 mana is "},{"attributes":{"italic":true},"insert":"rough"},{"insert":". 3 is a lot more palatable, given I often end up holding open 3 mana for Kytheon's activation, letting me more effectively bluff it. Also, though it isn't a \"kill you back\" for red burn like Comeuppance, it "},{"attributes":{"italic":true},"insert":"is"},{"insert":" a much more robust defensive option. The one major downside is that if I'm being kept alive by a Gideon of the Trials emblem, Tef Pro gets turned off... but if I'm in that situation, I have bigger worries.\n\n"},{"attributes":{"underline":true},"insert":"June 27, 2022"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In: Karmic Guide; Dusk // Dawn; Search for Glory; Kor Haven; Marsh Flats; Buried Ruin\nOut: Maze of Ith; Idyllic Grange; 3x Plains; Weathered Wayfarer\n\n"},{"attributes":{"italic":true},"insert":"In: Kor Haven"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Maze of Ith"},{"insert":"\nReason: These are similar enough in function, and I never use Maze on my own stuff in this deck. Kor Haven is legendary, taps for mana, and if I'm holding open mana it's likely 3 or more anyway. This is just... mostly dovetailing. Also, tapping for C isn't as much of a problem in monocolor decks.\n\n"},{"attributes":{"italic":true},"insert":"In: Marsh Flats"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Idyllic Grange"},{"insert":"\nReason: I wanted to include Marsh Flats, and didn't want to go down more basics. It was between Grange and Windbrisk, and Grange lost-- Windbrisk is virtual card advantage, and I'm almost always going to hit its hideaway proc.\nWhy did I want to include Marsh Flats? Sun Titan, Sev Rec, and Mistveil Plains\n\n"},{"attributes":{"italic":true},"insert":"In: Buried Ruin"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Plains"},{"insert":"\nReason: I realised that I don't have much in the way of unconditional artifact recursion. I have little problem getting to a sufficient land count off the basics in the deck, and I can't run Academy Ruins, so... I'm giving Buried Ruin a shot. It also has the added benefit of working with the usual suspects (Sun Titan, Sev Rec...).\n\n"},{"attributes":{"italic":true},"insert":"In: Karmic Guide; Dusk to Dawn"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: 2x Plains"},{"insert":"\nReason: I've been getting mana flooded a lot of late. I figured I should experiment with going down a bit on lands, so I decided to cut the effective land count by another 1. Note that Kor Haven is a mana-producing land that's replacing what is effectively a spell slot.\nAs for the things on the way in-- I realised I don't have as robust a recursion package as I would like. There's only one way to recur Sun Titan, and very little in the way of mass-recursion.\nKarmic Guide is synergistic with Dusk // Dawn and with Recruiter, and can reanimate any creature in the deck. It's also a flier, which comes up disappointingly often.\nDusk // Dawn is here for multiple reasons-- this deck needs board wipes to win. Odd, I know, but it makes sense with the asymmetry of them all. Also, Dawn is excellent multi-hit recursion that I can cast from my graveyard. This is more than just anti-mill tech, too!\n\n"},{"attributes":{"italic":true},"insert":"In: Search for Glory"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Weathered Wayfarer"},{"insert":"\nReason: This deck ends up ahead on lands surprisingly often. In these scenarios-- three of which I've run into in the past two days-- Wayfarer is reduced to effectively a vanilla 1/1 for W. That's... _really_ bad. Especially since the reason it made it into the deck to begin with was to get Nykthos!\nEnter Search for Glory. It's an immediate tutor, can't whiff on being able to tutor due to me being ahead, and it can find... well... most everything I wanted out of Wayfarer, and then some. It finds Kor Haven, Nykthos, Inventors' Fair, Reidane // Valkmira, "},{"attributes":{"italic":true},"insert":"Akroma's Memorial, and "},{"attributes":{"underline":true,"italic":true},"insert":"any Planeswalker in the deck"},{"insert":". That's not even everything, to boot!\n\n"},{"attributes":{"underline":true},"insert":"June 25, 2022"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In: Strip Mine; Skyclave Apparition; Serra's Emissary\nOut: Plains; Monastery Mentor; Urza's Ruinous Blast\n\n"},{"attributes":{"italic":true},"insert":"In: Strip Mine"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Plains"},{"insert":"\nReason: I'm dismantling several decks, and realised that this deck didn't contain a means of killing problematic lands! This will not do! Also, hey, it works with Fun Titan and/or Sev Rec!\n\n"},{"attributes":{"italic":true},"insert":"In: Skyclave Apparition"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Monastery Mentor"},{"insert":"\nReason: I never find myself wanting to find Mentor. It's a lot of mental upkeep, and doesn't "},{"attributes":{"italic":true},"insert":"do"},{"insert":" as much as one might help in the deck. Apparition is a bit more flexible removal, and as a bonus it has mana value 3, toughness 2, and an ETB ability! All of these are good for synergies in the deck!\n\n"},{"attributes":{"italic":true},"insert":"In: Serra's Emissary"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Urza's Ruinous Blast"},{"insert":"\nReason: URB has been in my hand a few times, and I hesitate to cast it. It hits basically the entire support structure of this deck, which is bad. The main thing about most of the area removal in here is the ability to break the symmetry. Also, I've been looking for more ways to get my damage through.\nEnter Serra's Emissary. I've had one sitting around for a little bit, and it's really pretty. Also, it can be both a flexible defence, and a deadly offensive tool. Protection from Creatures, anybody?\nThough Emissary doesn't protect my 'walkers, it's a tremendous deterrent from even coming in my direction. Mixed with the defensive layers in the deck, and the offensive potential of protection from creatures, I greatly like the idea of trying this out in this slot.\nThis exchange _was_ going to be for Ugin, the Spirit Dragon, but uh... I decided I needed some more \"oomph\" in the deck, and Ugin was basically just another board wipe that has the potential to backfire.\n\n"},{"attributes":{"underline":true},"insert":"June 11, 2022"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In: Elspeth Resplendent; Lion Sash; Seasoned Dungeoneer; Inventors' Fair; Rogue's Passage\nOut: Mangara, the Diplomat; Soul Snare; Verge Rangers; Mobilized District; Interplanar Beacon\n\n"},{"attributes":{"italic":true},"insert":"In: Elspeth Resplendent"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Mangara, the Diplomat"},{"insert":"\nReason: I've been consistently disappointed with Mangara's performance in the deck. Across probably 50 games, I've had him in my hand a noteworthy number of times. I've cast him few of those times, and actually drawn cards with him even fewer.\nI want to experiment with Elspeth, because she is also card advantage on her -3, and her +1 is modifications that work particularly well with Gideons, among other things.\nAlso, Elspeth being a planeswalker plays nicely with the rest of the deck, whereas Mangara has _absolutely no synergy_ with the rest of the deck.\n\n"},{"attributes":{"italic":true},"insert":"In: Lion Sash"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Soul Snare"},{"insert":"\nReason: I put in Soul Snare because I figured it was removal I could recur with Sun Titan and the like... but have never been able to actually use it. I've been disappointed with it over and over. To counterbalance this, Lion Sash is an additional piece of grave hate, with much more synergy with the rest of the deck-- heck, it can even be found by 3/4 of my tutors!\n\n"},{"attributes":{"italic":true},"insert":"In: Seasoned Dungeoneer"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Verge Rangers"},{"insert":"\nReason: This was a bit of a rough cut. I wanted to add the initiative to the deck, and the options for doing so were... non-stellar across the board. Verge Rangers has done good work for me before, but mostly just because it's a 3/3 for 3 with first strike.\nSeasoned Dungeoneer won out against White Plume Adventurer off the second abilities on the two of them. White Plume, though it has mana value 3, just... doesn't _do_ much for the deck. Seasoned Dungeoneer has the possibility to grab me extra lands, can grow, and at least can't be blocked.\nIf this doesn't work out, I might experiment with Dungeoneer's Pack.\n\n"},{"attributes":{"italic":true},"insert":"In: Inventors' Fair"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Mobilized District"},{"insert":"\nReason: While I like District in theory, it just... I too often just don't have the mana to really _use_ it. It also doesn't carry equipment well, and I'm not big on counters in this deck. The Fair is another tutor for chaining, and can be found by Weathered Wayfarer. It also increases my toolboxing range, allowing me to find the likes of Akroma's Memorial.\nFurthermore, the lifegain on Fair isn't nothing, and it sacrificing isn't as much of a downside as one might think-- Sun Titan _and_ Sev Rec can reanimate it.\n\n"},{"attributes":{"italic":true},"insert":"In: Rogue's Passage"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Interplanar "},{"attributes":{"strike":true,"italic":true},"insert":"bacon"},{"attributes":{"italic":true},"insert":" Beacon"},{"insert":"\nReason: How in the hell did I manage to forget _Rogue's Passage?!_\n\n"},{"attributes":{"underline":true},"insert":"February 06, 2022"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In: Sword of Hearth and Home\nOut: Keeper of the Accord\nReason: There have been a shocking number of times that I've had Keeper in my hand and just been... utterly disappointed. Even when I have fielded it, I rarely get triggers off it. Also, Keeper has very little synergy with just about anything else in the deck, and although it's very good... SoHaH is _also_ very good, and I can tutor that.\nThis is a provisional cut. I might end up deciding I want Keeper back in the deck at some point.\n\n"},{"attributes":{"underline":true},"insert":"August 11, 2021"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In: Esper Sentinel\nOut: Smothering Tithe\nReason: Smithe is at a complicated point in the curve, and only really synergizes with one card in the deck (E-Tutor).\n\tContrast with Esper Sentinel, which draws cards (a needed function), synergizes with... a "},{"attributes":{"italic":true},"insert":"lot"},{"insert":". It works well with Recruiter, E-Tutor, Sun Titan, Sevinne's Reclamation, and anything that can raise its power. It also raises my creature count, which is welcome.\n\n"},{"attributes":{"underline":true},"insert":"June 24, 2021"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In: Nykthos; Soul Snare; Stoneforge Mystic; Comeuppance; Coveted Jewel\nOut: Plains; Swords to Plowshares; Mind Stone; Oath of Gideon; Abolish\n\n"},{"attributes":{"italic":true},"insert":"In: Nykthos"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Plains"},{"insert":"\nReason: More mana is nice. This deck commits a lot to the board.\n\n"},{"attributes":{"italic":true},"insert":"In: Soul Snare"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Swords to Plowshares"},{"insert":"\nReason: Less staples, and TERFs can go acquaint their rectums with cacti.\n\n"},{"attributes":{"italic":true},"insert":"In: Stoneforge Mystic"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Oath of Gideon"},{"insert":"\nReason: Oath is rather low-key, often just providing chump blockers. Stoneforge is a tutor for six different cards in the deck, can be recurred with Sevinne's Reclamation, and provides tangible value. Can also find ramp "},{"attributes":{"italic":true},"insert":"or"},{"insert":" card draw!\n\n"},{"attributes":{"italic":true},"insert":"In: Comeuppance"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Abolish"},{"insert":"\nReason: The deck contains other removal that can hit artifacts and enchantments. Comeuppance is one of now-two cards in the deck that can feasibly save me from a noncombat damage death.\n\n"},{"attributes":{"italic":true},"insert":"In: Coveted Jewel"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Out: Mind Stone"},{"insert":"\nReason: Both are mana rocks that draw cards. The key reason is when they do so and how. Mind Stone comes down at 2, when I'm trying to do other things. It also requires caching in to draw, and only draws 1. Coveted Jewel comes down later, restocks my hand, and slingshots me to 9 mana next turn if I untap with it, enabling multiple spells per turn. If taken, I "},{"attributes":{"italic":true},"insert":"am"},{"insert":" able to get it back and draw more cards. Win.\n"}]}















































































































