RTorrance
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Commander
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{"ops":[{"insert":"If you want to see this deck in action with me at the helm, and with some slightly unhinged table talk, I played it on "},{"attributes":{"link":"https://www.youtube.com/@TonyBlakeMTG","underline":true},"insert":"Tony Blake MTG"},{"attributes":{"link":"https://www.youtube.com/@TonyBlakeMTG"},"insert":"'s"},{"insert":" Stream (26th October 2026 - starts at 1:31:18).\nCheck it out: "},{"attributes":{"link":"https://www.youtube.com/live/HMcxWm_Cyhc?si=KwZMMm3tdZSX58Ft&t=5478"},"insert":"HERE"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"HISTORY - (HOW I LEARNED THE BIRD IS THE WORD)"},{"insert":"\nMy first Voltron deck in paper was the "},{"insert":{"card-link":"Galea, Kindler of Hope"}},{"insert":" precon. The deck is reasonably functional out of the bag, but I quickly lost my passion for playing it. I still have the deck but it has kind of morphed more towads playing the top of the library over time and honestly, it is on the chopping block its playstyle competes with this deck and it hasn't seen a lot of table time.\n\nRegardless of how little I play it now, Galea taught me the basicas of equipment Voltron and that I personally value Protection and Evasion pieces over nearly all else in my voltron commander. Therefore it was no suprise that when I was looking through mono-blue commanders to broaden my colours I instantly fell in love with Kefnet.\n\n"},{"attributes":{"underline":true},"insert":"INTRODUCTION TO AVIANS"},{"insert":"\nA Flying, Indestructible, 5/5 creature for only 3 mana is a truly insane statline and the downside of only being able to attack or block if you have 7+ cards in hand is just a fun deckbuilding restriction. Kefnet is a beast of commander, who also can helm an infinte extra turns deck picking up Mystic Sanctuary with his ability if you are a degenerate. \n\nThis version of the deck is a slowish bracket 2/3 affair that is in on Voltron. Voltron is not a major theme of blue but they have a suprising amount of artifact synergy/tutors with Transmute effects and the T___ Mage cycle. The main idea is to get incremental draw that keeps the hand size large, and use equipment tutors to get the bird relevant. The large hand and willingness to hold up mana lets us play a suite of terrible 4 mana counterspells that draw cards to keep our hand full, and if any mana isn't used we can draw additional cards with Kefnets activated ability.\n\n"},{"attributes":{"underline":true},"insert":"RAMP PACKAGE"},{"insert":"\nThis deck has one of the smallest ramp packages out of any of my decks. Kefnet only costs 3 mana and is usually the best play on T3 no matter what, and once he is on the board the deck isn't particuarly mana hungry. This means that many 2CMC ramp pieces are actually lower value than you might expect, since they don't markedly speed up the game plan. In some ways, they can actually be harmful to the game plan as they are unlikely to replace themselves, and keeping ourselves at 7 cards. The deck therefore plays a light smattering of rocks, complemented by a smattering of lands that tap for two that can be untapped with things like "},{"insert":{"card-link":"Rewind"}},{"insert":" and "},{"insert":{"card-link":"Lost Jitte"}},{"insert":" .\n\n"},{"attributes":{"underline":true},"insert":"EQUIPMENT PACKAGE"},{"insert":"\n\nBecause Kefnet has built in evasion and protection in his kit, the equipment package is 10 pieces focussing on 2 main areas. Vigilance so that the bird can swing and still potentially block, and pump (usually based on land count or hand size). Our specific tutor package has a lot of tutors like "},{"insert":{"card-link":"Trinket Mage"}},{"insert":", "},{"insert":{"card-link":"Tribute Mage"}},{"insert":", "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" , and "},{"insert":{"card-link":"Drift of Phantasms"}},{"insert":" that can fetch only specific mana values which means that we have to be careful to split these over multiple mana values. For this I have endeavoured to get equipment that provides Vigilance at mana values of 1, 2, 3, and 4 ("},{"insert":{"card-link":"Tarrian's Soulcleaver"}},{"insert":" , "},{"insert":{"card-link":"Long-Lost Lances"}},{"insert":" , "},{"insert":{"card-link":"Haunted Cloak"}},{"insert":", "},{"insert":{"card-link":"Avarice Amulet"}},{"insert":") alongside multiple redundant pump or utility equipment at values between 1 and 3. This should hopefully ensure that none of our very specific tutor pieces are ever dead in our hand and allow options. These are then complemented by more broad tutors to allow the bird easy access to the most relevant shiny piece of equipment.\n\nAfter that the deck is filled with protection, largely bad 3-4 mana counterspells that keep the handsize full or untap mana so that Kefnets ability can be activated.\n"}]}
Ojer Pakpatiq, Deepest Epoch
Flying
Whenever you cast an instant spell from your hand, it gains rebound. (Exile it as it resolves. At the beginning of your next upkeep, you may cast it from exile without paying its mana cost.)
When Ojer Pakpatiq dies, return it to the battlefield tapped and transformed under its owner's control with three time counters on it.
Whenever you cast an instant spell from your hand, it gains rebound. (Exile it as it resolves. At the beginning of your next upkeep, you may cast it from exile without paying its mana cost.)
When Ojer Pakpatiq dies, return it to the battlefield tapped and transformed under its owner's control with three time counters on it.
Legendary Creature - God


Copy
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Creature
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Draw
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Avarice Amulet
Equipped creature gets +2/+0 and has vigilance and "At the beginning of your upkeep, draw a card."
Whenever equipped creature dies, target opponent gains control of this Equipment.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature dies, target opponent gains control of this Equipment.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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

Equipment
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Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Land
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Eluge, the Shoreless Sea
Eluge's power and toughness are each equal to the number of Islands you control.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
Legendary Creature - Elemental Fish

Treasure Map
, : Scry 1. Put a landmark counter on this artifact. Then if there are three or more landmark counters on it, remove those counters, transform this artifact, and create three Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
Artifact


Ramp
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Emry, Lurker of the Loch
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
Legendary Creature - Wizard Merfolk

Recursion
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Amphin Mutineer
When this creature enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Pirate Salamander

Eaten by Piranhas
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Enchantment - Aura

Removal
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Arcane Heist
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery

Theft
(Ctrl to add secondary)
Tokens
(Ctrl to add secondary)
Anchor to Reality
As an additional cost to cast this spell, sacrifice an artifact or creature.
Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
Sorcery

Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"If you want to see this deck in action with me at the helm, and with some slightly unhinged table talk, I played it on "},{"attributes":{"link":"https://www.youtube.com/@TonyBlakeMTG","underline":true},"insert":"Tony Blake MTG"},{"attributes":{"link":"https://www.youtube.com/@TonyBlakeMTG"},"insert":"'s"},{"insert":" Stream (26th October 2026 - starts at 1:31:18).\nCheck it out: "},{"attributes":{"link":"https://www.youtube.com/live/HMcxWm_Cyhc?si=KwZMMm3tdZSX58Ft&t=5478"},"insert":"HERE"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"HISTORY - (HOW I LEARNED THE BIRD IS THE WORD)"},{"insert":"\nMy first Voltron deck in paper was the "},{"insert":{"card-link":"Galea, Kindler of Hope"}},{"insert":" precon. The deck is reasonably functional out of the bag, but I quickly lost my passion for playing it. I still have the deck but it has kind of morphed more towads playing the top of the library over time and honestly, it is on the chopping block its playstyle competes with this deck and it hasn't seen a lot of table time.\n\nRegardless of how little I play it now, Galea taught me the basicas of equipment Voltron and that I personally value Protection and Evasion pieces over nearly all else in my voltron commander. Therefore it was no suprise that when I was looking through mono-blue commanders to broaden my colours I instantly fell in love with Kefnet.\n\n"},{"attributes":{"underline":true},"insert":"INTRODUCTION TO AVIANS"},{"insert":"\nA Flying, Indestructible, 5/5 creature for only 3 mana is a truly insane statline and the downside of only being able to attack or block if you have 7+ cards in hand is just a fun deckbuilding restriction. Kefnet is a beast of commander, who also can helm an infinte extra turns deck picking up Mystic Sanctuary with his ability if you are a degenerate. \n\nThis version of the deck is a slowish bracket 2/3 affair that is in on Voltron. Voltron is not a major theme of blue but they have a suprising amount of artifact synergy/tutors with Transmute effects and the T___ Mage cycle. The main idea is to get incremental draw that keeps the hand size large, and use equipment tutors to get the bird relevant. The large hand and willingness to hold up mana lets us play a suite of terrible 4 mana counterspells that draw cards to keep our hand full, and if any mana isn't used we can draw additional cards with Kefnets activated ability.\n\n"},{"attributes":{"underline":true},"insert":"RAMP PACKAGE"},{"insert":"\nThis deck has one of the smallest ramp packages out of any of my decks. Kefnet only costs 3 mana and is usually the best play on T3 no matter what, and once he is on the board the deck isn't particuarly mana hungry. This means that many 2CMC ramp pieces are actually lower value than you might expect, since they don't markedly speed up the game plan. In some ways, they can actually be harmful to the game plan as they are unlikely to replace themselves, and keeping ourselves at 7 cards. The deck therefore plays a light smattering of rocks, complemented by a smattering of lands that tap for two that can be untapped with things like "},{"insert":{"card-link":"Rewind"}},{"insert":" and "},{"insert":{"card-link":"Lost Jitte"}},{"insert":" .\n\n"},{"attributes":{"underline":true},"insert":"EQUIPMENT PACKAGE"},{"insert":"\n\nBecause Kefnet has built in evasion and protection in his kit, the equipment package is 10 pieces focussing on 2 main areas. Vigilance so that the bird can swing and still potentially block, and pump (usually based on land count or hand size). Our specific tutor package has a lot of tutors like "},{"insert":{"card-link":"Trinket Mage"}},{"insert":", "},{"insert":{"card-link":"Tribute Mage"}},{"insert":", "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" , and "},{"insert":{"card-link":"Drift of Phantasms"}},{"insert":" that can fetch only specific mana values which means that we have to be careful to split these over multiple mana values. For this I have endeavoured to get equipment that provides Vigilance at mana values of 1, 2, 3, and 4 ("},{"insert":{"card-link":"Tarrian's Soulcleaver"}},{"insert":" , "},{"insert":{"card-link":"Long-Lost Lances"}},{"insert":" , "},{"insert":{"card-link":"Haunted Cloak"}},{"insert":", "},{"insert":{"card-link":"Avarice Amulet"}},{"insert":") alongside multiple redundant pump or utility equipment at values between 1 and 3. This should hopefully ensure that none of our very specific tutor pieces are ever dead in our hand and allow options. These are then complemented by more broad tutors to allow the bird easy access to the most relevant shiny piece of equipment.\n\nAfter that the deck is filled with protection, largely bad 3-4 mana counterspells that keep the handsize full or untap mana so that Kefnets ability can be activated.\n"}]}

































































