Seijo-ki
1.6k views14 days ago
Commander
Size: 112Salt sum: 35.39
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"The wincon has to be assembled on the fly:\nUse "},{"insert":{"card-link":"Astral Steel"}},{"insert":", "},{"insert":{"card-link":"Leonin Lightscribe"}},{"insert":" and/or "},{"insert":{"card-link":"Show of Confidence"}},{"insert":" with high storm count to commander damage kill an opponent with Zethi (a lot of cards give evasion, so getting her to connect is not a problem). Zethi with 1-2 cards that give her extra power for each spell cast + double strike would probably quickly amount to 21+ damage around turn 8."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Overwhelming token generation through populate/copy spells like "},{"insert":{"card-link":"Fleeting Reflection"}},{"insert":" / "},{"insert":{"card-link":"Mystic Reflection"}},{"insert":" to get to a critical mass. And get the stompy route while using "},{"insert":{"card-link":"Banishing Knack"}},{"insert":", "},{"insert":{"card-link":"Turn to Frog"}},{"insert":" and "},{"insert":{"card-link":"Polymorphist's Jest"}},{"insert":" to get the biggest blockers out of the way. Might need a "},{"insert":{"card-link":"Candlekeep Inspiration"}},{"insert":" or "},{"insert":{"card-link":"Mirror Entity"}},{"insert":" to help overcome the damage threshold."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nMain theme of the deck is creating temporary tokens (from "},{"insert":{"card-link":"Tidal Wave"}},{"insert":" or "},{"insert":{"card-link":"Waylay"}},{"insert":") and making permanent copies of them through populate ("},{"insert":{"card-link":"Eyes in the Skies"}},{"insert":", "},{"insert":{"card-link":"Muster the Departed"}},{"insert":" , "},{"insert":{"card-link":"Song of the Worldsoul"}},{"insert":" or "},{"insert":{"card-link":"Rootborn Defenses"}},{"insert":"). So this deck might need a "},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" to up the chance of reaching a point where you can reliably populate multiple times a turn.\nGetting instants in your graveyard the fastest possible with cards such as "},{"insert":{"card-link":"Tolarian Winds"}},{"insert":", "},{"insert":{"card-link":"Rites of Refusal"}},{"insert":" or "},{"insert":{"card-link":"Occult Epiphany"}},{"insert":" to kick them into exile with "},{"insert":{"card-link":"Zethi, Arcane Blademaster"}},{"insert":" is very important. Casting the instants will get you there, but that might take a long time. Discarding is better (but going that route too hard will make the deck too fast).\nTo reach both possible wincons, this deck requires ENORMOUS amounts of mana. This can be achieved through multiple means:\nUsing catch-up ramp such as "},{"insert":{"card-link":"Cartographer's Hawk"}},{"insert":" or "},{"insert":{"card-link":"Knight of the White Orchid"}},{"insert":" in conjunction with "},{"insert":{"card-link":"Lotus Field"}},{"insert":" or "},{"insert":{"card-link":"Saprazzan Skerry"}},{"insert":". You can copy those with a lot of cards in the deck, so take advantage of that ! "},{"insert":{"card-link":"Kykar, Zephyr Awakener"}},{"insert":" can also blink them if needed."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This deck runs "},{"insert":{"card-link":"Path to Exile"}},{"insert":", "},{"insert":{"card-link":"Settle the Wreckage"}},{"insert":" and "},{"insert":{"card-link":"Erode"}},{"insert":" exactly for this reason. Use them as removal if needed, but the bigger play is to use them to get as many basic lands in play as possible to fuel the end game. Attack with "},{"insert":{"card-link":"Zethi, Arcane Blademaster"}},{"insert":", casting a bounce spell for herself and "},{"insert":{"card-link":"Settle the Wreckage"}},{"insert":" to turn 5-10 tokens into lands will go a long way. Then recast Zethi immediately. Maybe running "},{"insert":{"card-link":"Turnabout"}},{"insert":" would make it better AND too combotastic."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"High Tide"}},{"insert":" copied or not with "},{"insert":{"card-link":"See Double"}},{"insert":" would allow for one explosive turn. This deck runs a lot more islands than plains for that very reason (and to draw a lot of cards with "},{"insert":{"card-link":"Flow of Knowledge"}},{"insert":")"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This deck might need a few strong mana rocks. For example a "},{"insert":{"card-link":"Gilded Lotus"}},{"insert":" or an "},{"insert":{"card-link":"Altar of the Lost"}},{"insert":". Or adding a lot more cost reduction like "},{"insert":{"card-link":"Arcane Melee"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Some highlights:_____________\n"},{"insert":{"card-link":"Swan Song"}},{"insert":" is such a good card in this list, as you can counter your own instants to create 2/2 birds once it has a kick counter on it (and the instant you counter is worthless to you in that turn).\n"},{"insert":{"card-link":"Arcane Denial"}},{"insert":" is close to an "},{"insert":{"card-link":"Ancestral Recall"}},{"insert":" if you have targets to counter among the instants you cast from Zethi.\nUsing "},{"insert":{"card-link":"Vesuvan Duplimancy"}},{"insert":" to great effect can go a long way too, essentially taking the role of a lesser "},{"insert":{"card-link":"Song of the Worldsoul"}},{"insert":", but allowing more freedom in copying. Don't hesitate to use bounce spells on your permanents and countering them with "},{"insert":{"card-link":"Ancestral Recall"}},{"insert":" or even protection spells such as"},{"insert":{"card-link":"Shelter"}},{"insert":" to get even more copies.\n-----------------------------------------------------\nNotes:\nBOY does this deck need a lot of mana to get to the critical mass of storm counts, even with cost reductions. -> Might need more RAMP. Probably white-based, as it's the most reliable behind green."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This deck packs A LOT of interaction. I tried to reduce hard removal as much as possible. As the ramping hard removal is essential, I did not touch it. But I might need to just keep other removal soft, resorting to only bounce spells, "},{"insert":{"card-link":"Suspend"}},{"insert":" or "},{"insert":{"card-link":"Release to the Wind"}},{"insert":". Those can be great to keep Zethi away from the board and cheaper to cast. I contemplated using airbend in the deck. But it essentially only cheapens Zethi by one mana, so not worth the cost."},{"attributes":{"list":"bullet"},"insert":"\n"}]}
Zethi, Arcane Blademaster
Multikicker
When Zethi, Arcane Blademaster enters, exile up to X target instant cards from your graveyard, where X is the number of times Zethi was kicked. Put a kick counter on each of them.
Whenever Zethi attacks, copy each exiled card you own with a kick counter on it. You may cast the copies.
When Zethi, Arcane Blademaster enters, exile up to X target instant cards from your graveyard, where X is the number of times Zethi was kicked. Put a kick counter on each of them.
Whenever Zethi attacks, copy each exiled card you own with a kick counter on it. You may cast the copies.
Legendary Creature - Human Soldier

Commander
(Ctrl to add secondary)
Immortal Obligation
Return target creature card from an opponent's graveyard to the battlefield under their control with a duty counter on it. For as long as that creature has a duty counter on it, it is goaded, can't attack you or a permanent you control, and can't block creatures you control.
Instant

Kykar, Zephyr Awakener
Flying
Whenever you cast a noncreature spell, choose one —
• Exile another target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
• Create a 1/1 white Spirit creature token with flying.
Whenever you cast a noncreature spell, choose one —
• Exile another target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
• Create a 1/1 white Spirit creature token with flying.
Legendary Creature - Wizard Bird

See Double
This spell can't be copied.
Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead.
• Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
• Create a token that's a copy of target creature.
Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead.
• Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
• Create a token that's a copy of target creature.
Instant

The Eagles Are Coming!
Kicker (You may pay an additional as you cast this spell.)
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Instant

$ADDED
(Ctrl to add secondary)
Mystic Reflection
Choose target nonlegendary creature. The next time one or more creatures or planeswalkers enter this turn, they enter as copies of the chosen creature.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

ALL STARS
(Ctrl to add secondary)
Cost reduction
(Ctrl to add secondary)
Boreas Charger
Flying
When this creature leaves the battlefield, choose an opponent who controls more lands than you. Search your library for a number of Plains cards equal to the difference, reveal those cards, put one of them onto the battlefield tapped and the rest into your hand, then shuffle.
When this creature leaves the battlefield, choose an opponent who controls more lands than you. Search your library for a number of Plains cards equal to the difference, reveal those cards, put one of them onto the battlefield tapped and the rest into your hand, then shuffle.
Creature - Pegasus

Creature
(Ctrl to add secondary)
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Haste enabler
(Ctrl to add secondary)
Land
(Ctrl to add secondary)
Populate/Token
(Ctrl to add secondary)
Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura

Removal
(Ctrl to add secondary)
Suspend
Exile target creature and put two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant

THE ARCANE
(Ctrl to add secondary)
Divine Resilience
Kicker (You may pay an additional as you cast this spell.)
Target creature you control gains indestructible until end of turn. If this spell was kicked, instead any number of target creatures you control gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Target creature you control gains indestructible until end of turn. If this spell was kicked, instead any number of target creatures you control gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Instant

$Cards to ADD
(Ctrl to add secondary)
Perch Protection
Gift an extra turn (You may promise an opponent a gift as you cast this spell. If you do, they take an extra turn after this one.)
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Instant

$Cards to CUT
(Ctrl to add secondary)
Dreamtide Whale
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Whale

Keeper of the Accord
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Creature - Human Soldier

$Priority Maybeboard
(Ctrl to add secondary)
Cut for the first draft
(Ctrl to add secondary)
Aligned Heart
Flurry — Whenever you cast your second spell each turn, put a rally counter on this enchantment. Then create a 1/1 white Monk creature token with prowess for each rally counter on it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Enchantment

Dream Tides
Creatures don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
Enchantment

Dust Elemental
Flash (You may cast this spell any time you could cast an instant.)
Flying; fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature enters, return three creatures you control to their owner's hand.
Flying; fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature enters, return three creatures you control to their owner's hand.
Creature - Elemental

Fortune Teller's Talent
(Gain the next level as a sorcery to add its ability.)
You may look at the top card of your library any time.
: Level 2
As long as you've cast a spell this turn, you may play cards from the top of your library.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
You may look at the top card of your library any time.
: Level 2
As long as you've cast a spell this turn, you may play cards from the top of your library.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
Enchantment - Class

Lazotep Plating
Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
You and permanents you control gain hexproof until end of turn. (You and they can't be the targets of spells or abilities your opponents control.)
You and permanents you control gain hexproof until end of turn. (You and they can't be the targets of spells or abilities your opponents control.)
Instant

Rally the Monastery
This spell costs less to cast if you've cast another spell this turn.
Choose one —
• Create two 1/1 white Monk creature tokens with prowess.
• Up to two target creatures you control each get +2/+2 until end of turn.
• Destroy target creature with power 4 or greater.
Choose one —
• Create two 1/1 white Monk creature tokens with prowess.
• Up to two target creatures you control each get +2/+2 until end of turn.
• Destroy target creature with power 4 or greater.
Instant

Thunderclap Drake
Flying
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Instant and sorcery spells you cast cost less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Creature - Drake

Veil of Secrecy
Target creature gains shroud until end of turn and can't be blocked this turn. (A creature with shroud can't be the target of spells or abilities.)
Splice onto Arcane—Return a blue creature you control to its owner's hand. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane—Return a blue creature you control to its owner's hand. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Maybeboard
(Ctrl to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"The wincon has to be assembled on the fly:\nUse "},{"insert":{"card-link":"Astral Steel"}},{"insert":", "},{"insert":{"card-link":"Leonin Lightscribe"}},{"insert":" and/or "},{"insert":{"card-link":"Show of Confidence"}},{"insert":" with high storm count to commander damage kill an opponent with Zethi (a lot of cards give evasion, so getting her to connect is not a problem). Zethi with 1-2 cards that give her extra power for each spell cast + double strike would probably quickly amount to 21+ damage around turn 8."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Overwhelming token generation through populate/copy spells like "},{"insert":{"card-link":"Fleeting Reflection"}},{"insert":" / "},{"insert":{"card-link":"Mystic Reflection"}},{"insert":" to get to a critical mass. And get the stompy route while using "},{"insert":{"card-link":"Banishing Knack"}},{"insert":", "},{"insert":{"card-link":"Turn to Frog"}},{"insert":" and "},{"insert":{"card-link":"Polymorphist's Jest"}},{"insert":" to get the biggest blockers out of the way. Might need a "},{"insert":{"card-link":"Candlekeep Inspiration"}},{"insert":" or "},{"insert":{"card-link":"Mirror Entity"}},{"insert":" to help overcome the damage threshold."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nMain theme of the deck is creating temporary tokens (from "},{"insert":{"card-link":"Tidal Wave"}},{"insert":" or "},{"insert":{"card-link":"Waylay"}},{"insert":") and making permanent copies of them through populate ("},{"insert":{"card-link":"Eyes in the Skies"}},{"insert":", "},{"insert":{"card-link":"Muster the Departed"}},{"insert":" , "},{"insert":{"card-link":"Song of the Worldsoul"}},{"insert":" or "},{"insert":{"card-link":"Rootborn Defenses"}},{"insert":"). So this deck might need a "},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" to up the chance of reaching a point where you can reliably populate multiple times a turn.\nGetting instants in your graveyard the fastest possible with cards such as "},{"insert":{"card-link":"Tolarian Winds"}},{"insert":", "},{"insert":{"card-link":"Rites of Refusal"}},{"insert":" or "},{"insert":{"card-link":"Occult Epiphany"}},{"insert":" to kick them into exile with "},{"insert":{"card-link":"Zethi, Arcane Blademaster"}},{"insert":" is very important. Casting the instants will get you there, but that might take a long time. Discarding is better (but going that route too hard will make the deck too fast).\nTo reach both possible wincons, this deck requires ENORMOUS amounts of mana. This can be achieved through multiple means:\nUsing catch-up ramp such as "},{"insert":{"card-link":"Cartographer's Hawk"}},{"insert":" or "},{"insert":{"card-link":"Knight of the White Orchid"}},{"insert":" in conjunction with "},{"insert":{"card-link":"Lotus Field"}},{"insert":" or "},{"insert":{"card-link":"Saprazzan Skerry"}},{"insert":". You can copy those with a lot of cards in the deck, so take advantage of that ! "},{"insert":{"card-link":"Kykar, Zephyr Awakener"}},{"insert":" can also blink them if needed."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This deck runs "},{"insert":{"card-link":"Path to Exile"}},{"insert":", "},{"insert":{"card-link":"Settle the Wreckage"}},{"insert":" and "},{"insert":{"card-link":"Erode"}},{"insert":" exactly for this reason. Use them as removal if needed, but the bigger play is to use them to get as many basic lands in play as possible to fuel the end game. Attack with "},{"insert":{"card-link":"Zethi, Arcane Blademaster"}},{"insert":", casting a bounce spell for herself and "},{"insert":{"card-link":"Settle the Wreckage"}},{"insert":" to turn 5-10 tokens into lands will go a long way. Then recast Zethi immediately. Maybe running "},{"insert":{"card-link":"Turnabout"}},{"insert":" would make it better AND too combotastic."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"High Tide"}},{"insert":" copied or not with "},{"insert":{"card-link":"See Double"}},{"insert":" would allow for one explosive turn. This deck runs a lot more islands than plains for that very reason (and to draw a lot of cards with "},{"insert":{"card-link":"Flow of Knowledge"}},{"insert":")"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This deck might need a few strong mana rocks. For example a "},{"insert":{"card-link":"Gilded Lotus"}},{"insert":" or an "},{"insert":{"card-link":"Altar of the Lost"}},{"insert":". Or adding a lot more cost reduction like "},{"insert":{"card-link":"Arcane Melee"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Some highlights:_____________\n"},{"insert":{"card-link":"Swan Song"}},{"insert":" is such a good card in this list, as you can counter your own instants to create 2/2 birds once it has a kick counter on it (and the instant you counter is worthless to you in that turn).\n"},{"insert":{"card-link":"Arcane Denial"}},{"insert":" is close to an "},{"insert":{"card-link":"Ancestral Recall"}},{"insert":" if you have targets to counter among the instants you cast from Zethi.\nUsing "},{"insert":{"card-link":"Vesuvan Duplimancy"}},{"insert":" to great effect can go a long way too, essentially taking the role of a lesser "},{"insert":{"card-link":"Song of the Worldsoul"}},{"insert":", but allowing more freedom in copying. Don't hesitate to use bounce spells on your permanents and countering them with "},{"insert":{"card-link":"Ancestral Recall"}},{"insert":" or even protection spells such as"},{"insert":{"card-link":"Shelter"}},{"insert":" to get even more copies.\n-----------------------------------------------------\nNotes:\nBOY does this deck need a lot of mana to get to the critical mass of storm counts, even with cost reductions. -> Might need more RAMP. Probably white-based, as it's the most reliable behind green."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This deck packs A LOT of interaction. I tried to reduce hard removal as much as possible. As the ramping hard removal is essential, I did not touch it. But I might need to just keep other removal soft, resorting to only bounce spells, "},{"insert":{"card-link":"Suspend"}},{"insert":" or "},{"insert":{"card-link":"Release to the Wind"}},{"insert":". Those can be great to keep Zethi away from the board and cheaper to cast. I contemplated using airbend in the deck. But it essentially only cheapens Zethi by one mana, so not worth the cost."},{"attributes":{"list":"bullet"},"insert":"\n"}]}


















































































































































































