346
9/24/2024
Myrsterious Benefactor
Deck Size: 100
Commander
Legal
Est deck cost: $593.45
Salt sum: 28
No deck tags
346
9/24/2024
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Commander

Qty: 1 Price: $15.99
Aminatou, the Fateshifter

+1: Draw a card, then put a card from your hand on top of your library. −1: Exile another target permanent you own, then return it to the battlefield under your control. −6: Choose left or right. Each player gains control of all nonland permanents other than Aminatou controlled by the next player in the chosen direction. Aminatou, the Fateshifter can be your commander.

Planeswalker
Aminatou, the Fateshifter (sld) 1421

Commander

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Land

Qty: 35 (38 w/ MDFC)Price: $342.05
Adarkar Wastes

{T}: Add {C}. {T}: Add {W} or {U}. This land deals 1 damage to you.

Land
Adarkar Wastes (dmu) 377
Azorius Chancery

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {W}{U}.

Land
Azorius Chancery (2x2) 400
Bojuka Bog

This land enters tapped. When this land enters, exile target player's graveyard. {T}: Add {B}.

Land
Bojuka Bog (wwk) 132
Brightclimb Pathway

Land
Brightclimb Pathway // Grimclimb Pathway (znr) 285Brightclimb Pathway // Grimclimb Pathway (znr) 285
Clearwater Pathway

Land
Clearwater Pathway // Murkwater Pathway (znr) 286Clearwater Pathway // Murkwater Pathway (znr) 286
Command Tower

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

Land
Command Tower (sld) 1496
Demolition Field

{T}: Add {C}. {2}, {T}, 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
Demolition Field (bro) 260
Deserted Beach

This land enters tapped unless you control two or more other lands. {T}: Add {W} or {U}.

Land
Deserted Beach (mid) 281
Dimir Aqueduct

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {U}{B}.

Land
Dimir Aqueduct (2x2) 404
Exotic Orchard

{T}: Add one mana of any color that a land an opponent controls could produce.

Land
Exotic Orchard (nec) 168
Flooded Strand

{T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Land
Flooded Strand (ktk) 233
Forbidden Orchard

{T}: Add one mana of any color. Whenever you tap this land for mana, target opponent creates a 1/1 colorless Spirit creature token.

Land
Forbidden Orchard (2x2) 405
Glacial Fortress

This land enters tapped unless you control a Plains or an Island. {T}: Add {W} or {U}.

Land
Glacial Fortress (xln) 255
Hengegate Pathway

Land
Hengegate Pathway // Mistgate Pathway (slu) 18Hengegate Pathway // Mistgate Pathway (slu) 18
Island

({T}: Add {U}.)

Land
Island (neo) 295
Morphic Pool

This land enters tapped unless you have two or more opponents. {T}: Add {U} or {B}.

Land
Morphic Pool (zne) 17
Myriad Landscape

This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Land
Myriad Landscape (cmm) 660
Orzhov Basilica

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {W}{B}.

Land
Orzhov Basilica (2x2) 409
Pit of Offerings

This land enters tapped. When this land enters, exile up to three target cards from graveyards. {T}: Add {C}. {T}: Add one mana of any of the exiled cards' colors.

Land
Pit of Offerings (lci) 278
Plains

({T}: Add {W}.)

Land
Plains (neo) 293
Polluted Delta

{T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.

Land
Polluted Delta (ktk) 239
Prismatic Vista

{T}, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.

Land
Prismatic Vista (zne) 27
Raffine's Tower

({T}: Add {W}, {U}, or {B}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Land
Raffine's Tower (snc) 292
Rainbow Vale

{T}: Add one mana of any color. An opponent gains control of this land at the beginning of the next end step.

Land
Rainbow Vale (fem) 99
Rogue's Passage

{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Land
Rogue's Passage (sld) 607
Shattered Sanctum

This land enters tapped unless you control two or more other lands. {T}: Add {W} or {B}.

Land
Shattered Sanctum (vow) 283
Shipwreck Marsh

This land enters tapped unless you control two or more other lands. {T}: Add {U} or {B}.

Land
Shipwreck Marsh (mid) 285
Swamp

({T}: Add {B}.)

Land
Swamp (neo) 297
Underground River

{T}: Add {C}. {T}: Add {U} or {B}. This land deals 1 damage to you.

Land
Underground River (bro) 300

Land

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Artifact

Qty: 7 Price: $41.73
Bounty Board

{T}: Add one mana of any color. {1}, {T}: Put a bounty counter on target creature. Activate only as a sorcery. Whenever a creature with a bounty counter on it dies, each of its controller's opponents draws a card and gains 2 life.

Artifact
Bounty Board (otc) 37
Coveted Jewel

When this artifact enters, 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 this artifact. Untap it.

Artifact
Coveted Jewel (sld) 799
Cryptic Coat

When this Equipment enters, cloak the top card of your library, then attach this Equipment to it. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward {2}. Turn it face up any time for its mana cost if it's a creature card.) Equipped creature gets +1/+0 and can't be blocked. {1}{U}: Return this Equipment to its owner's hand.

Artifact
Cryptic Coat (mkm) 50
Hithlain Rope

This artifact 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 this artifact. {2}, {T}: Draw a card. The player to your right gains control of this artifact.

Artifact
Hithlain Rope (ltc) 76
Sarevok's Tome

When this artifact enters, you take the initiative. {T}: Add {C}. If you have the initiative, add {C}{C} instead. {3}, {T}: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.

Artifact
Sarevok's Tome (clb) 685
Sol Ring

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

Artifact
Sol Ring (sld) 1011
Wishclaw Talisman

This artifact enters with three wish counters on it. {1}, {T}, Remove a wish counter from this artifact: Search your library for a card, put it into your hand, then shuffle. An opponent gains control of this artifact. Activate only during your turn.

Artifact
Wishclaw Talisman (eld) 110

Artifact

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Planeswalker

Qty: 3 Price: $8.48
Teyo, Geometric Tactician

When Teyo enters, create a 0/4 white Wall creature token with defender and flying. +1: You and target opponent each draw a card. −2: Choose left or right. Until your next turn, each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.

Planeswalker
Teyo, Geometric Tactician (cmm) 725
The Eternal Wanderer

No more than one creature can attack The Eternal Wanderer each combat. +1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step. 0: Create a 2/2 white Samurai creature token with double strike. −4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.

Planeswalker
The Eternal Wanderer (one) 335
Venser, the Sojourner

+2: Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step. −1: Creatures can't be blocked this turn. −8: You get an emblem with "Whenever you cast a spell, exile target permanent."

Planeswalker
Venser, the Sojourner (sld) 1423★

Planeswalker

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Creature

Qty: 25 Price: $93.11
Astral Dragon

Flying Project Image — When this creature enters, create two tokens that are copies of target noncreature permanent, except they're 3/3 Dragon creatures in addition to their other types, and they have flying.

Creature
Astral Dragon (clb) 664
Atris, Oracle of Half-Truths

Menace When Atris enters, target opponent looks at the top three cards of your library and separates them into a face-down pile and a face-up pile. Put one pile into your hand and the other into your graveyard.

Creature
Atris, Oracle of Half-Truths (mul) 164
Boggart Trawler

Creature
Boggart Trawler // Boggart Bog (mh3) 243Boggart Trawler // Boggart Bog (mh3) 243
Coveted Falcon

Flying Whenever this creature attacks, gain control of target permanent you own but don't control. Disguise {1}{U} When this creature is turned face up, target opponent gains control of any number of target permanents you control. Draw a card for each one they gained control of this way.

Creature Artifact
Coveted Falcon (mkm) 48
Djinn of Infinite Deceits

Flying {T}: Exchange control of two target nonlegendary creatures. You can't activate this ability during combat.

Creature
Djinn of Infinite Deceits (c13) 41
Flumph

Defender, flying Whenever this creature is dealt damage, you and target opponent each draw a card.

Creature
Flumph (afr) 361
Glasspool Mimic

Creature
Glasspool Mimic // Glasspool Shore (znr) 60Glasspool Mimic // Glasspool Shore (znr) 60
Gold Myr

{T}: Add {W}.

Creature Artifact
Gold Myr (mrd) 180
Halo Forager

Flying When this creature enters, you may pay {X}. When you do, you may cast target instant or sorcery card with mana value X from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.

Creature
Halo Forager (mom) 227
Keen Duelist

At the beginning of your upkeep, you and target opponent each reveal the top card of your library. You each lose life equal to the mana value of the card revealed by the other player. You each put the card you revealed into your hand.

Creature
Keen Duelist (sld) 828
Leaden Myr

{T}: Add {B}.

Creature Artifact
Leaden Myr (mrd) 191
Loran of the Third Path

Vigilance When Loran enters, destroy up to one target artifact or enchantment. {T}: You and target opponent each draw a card.

Creature
Loran of the Third Path (bro) 12
Marvo, Deep Operative

Whenever Marvo attacks, clash with defending player. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.) Whenever you win a clash, draw a card. Then you may cast a spell from your hand with mana value 8 or less without paying its mana cost.

Creature
Marvo, Deep Operative (mkc) 315
Myr Battlesphere

When this creature enters, create four 1/1 colorless Myr artifact creature tokens. Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.

Creature Artifact
Myr Battlesphere (som) 180
Myr Kinsmith

When this creature enters, you may search your library for a Myr card, reveal it, put it into your hand, then shuffle.

Creature Artifact
Myr Kinsmith (one) 236
Palladium Myr

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

Creature Artifact
Palladium Myr (som) 190
Plague Myr

Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) {T}: Add {C}.

Creature Artifact
Plague Myr (mbs) 125
Silver Myr

{T}: Add {U}.

Creature Artifact
Silver Myr (mrd) 241
Silverquill Lecturer

Creature spells you cast have demonstrate. (Whenever you cast a creature spell, you may copy it. If you do, choose an opponent to also copy it. Each copy becomes a token.)

Creature
Silverquill Lecturer (m3c) 44
Sokrates, Athenian Teacher

Defender Sokrates has hexproof as long as it's untapped. Sokratic Dialogue — {T}: Until end of turn, target creature gains "If this creature would deal combat damage to a player, prevent that damage. This creature's controller and that player each draw half that many cards, rounded down."

Creature
Sokrates, Athenian Teacher (acr) 121
Tribute Mage

When this creature enters, you may search your library for an artifact card with mana value 2, reveal that card, put it into your hand, then shuffle.

Creature
Tribute Mage (mh1) 73
Wall of Omens

Defender When this creature enters, draw a card.

Creature
Wall of Omens (sld) 1518★
Wall of Shards

Defender, flying Cumulative upkeep—An opponent gains 1 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.)

Creature
Wall of Shards (plst) CSP-23
Witch Enchanter

Creature
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239
Yes Man, Personal Securitron

{T}: Target opponent gains control of Yes Man. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn. Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.

Creature Artifact
Yes Man, Personal Securitron (pip) 29

Creature

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Sorcery

Qty: 7 Price: $34.33
Excavation Technique

Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.) Destroy target nonland permanent. Its controller creates two Treasure tokens.

Sorcery
Excavation Technique (c21) 16
Ingenious Mastery

You may pay {2}{U} rather than pay this spell's mana cost. If the {2}{U} cost was paid, you draw three cards, then an opponent creates two Treasure tokens and they scry 2. If that cost wasn't paid, you draw X cards.

Sorcery
Ingenious Mastery (stx) 44
Make an Example

Each opponent separates the creatures they control into two piles. For each opponent, you choose one of their piles. Each opponent sacrifices the creatures in their chosen pile. (Piles can be empty.)

Sorcery
Make an Example (ncc) 37
Revive the Fallen

Return target creature card from a graveyard to its owner's hand. Clash with an opponent. If you win, return Revive the Fallen to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)

Sorcery
Revive the Fallen (mor) 76
Scheming Symmetry

Choose two target players. Each of them searches their library for a card, then shuffles and puts that card on top.

Sorcery
Scheming Symmetry (sld) 1520★
Shifting Grift

Spree (Choose one or more additional costs.) + {2} — Exchange control of two target creatures. + {1} — Exchange control of two target artifacts. + {1} — Exchange control of two target enchantments.

Sorcery
Shifting Grift (otj) 66
Tragic Arrogance

For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.

Sorcery
Tragic Arrogance (ori) 38

Sorcery

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Enchantment

Qty: 12 Price: $21.70
Act of Authority

When this enchantment enters, you may exile target artifact or enchantment. At the beginning of your upkeep, you may exile target artifact or enchantment. If you do, its controller gains control of this enchantment.

Enchantment
Act of Authority (c13) 1
Captivating Glance

Enchant creature At the beginning of your end step, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)

Enchantment
Captivating Glance (lrw) 55
Conjured Currency

At the beginning of your upkeep, you may exchange control of this enchantment and target permanent you neither own nor control.

Enchantment
Conjured Currency (rtr) 33
Exchange of Words

When this enchantment enters, choose two target creatures. For as long as this enchantment remains on the battlefield, exchange the text boxes of those creatures.

Enchantment
Exchange of Words (unf) 45
Fall from Favor

Enchant creature When this Aura enters, tap enchanted creature and you become the monarch. Enchanted creature doesn't untap during its controller's untap step unless that player is the monarch.

Enchantment
Fall from Favor (cmr) 68
Fealty to the Realm

Enchant creature When this Aura enters, you become the monarch. The monarch controls enchanted creature. Enchanted creature attacks each combat if able and can't attack you.

Enchantment
Fealty to the Realm (ltc) 21
Kiora Bests the Sea God

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create an 8/8 blue Kraken creature token with hexproof. II — Tap all nonland permanents target opponent controls. They don't untap during their controller's next untap step. III — Gain control of target permanent an opponent controls. Untap it.

Enchantment
Kiora Bests the Sea God (pthb) 52p
Primordial Mist

At the beginning of your end step, you may manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.)

Enchantment
Primordial Mist (c18) 12
Public Enemy

Enchant creature All creatures attack enchanted creature's controller each combat if able. When enchanted creature dies, draw a card.

Enchantment
Public Enemy (snc) 55
Swindler's Scheme

Whenever an opponent casts a spell from their hand, you may reveal the top card of your library. If it shares a card type with that spell, counter that spell and that opponent may cast the revealed card without paying its mana cost.

Enchantment
Swindler's Scheme (ncc) 96
Tenuous Truce

Enchant opponent At the beginning of enchanted opponent's end step, you and that player each draw a card. When you attack enchanted opponent or a planeswalker they control or when they attack you or a planeswalker you control, sacrifice this Aura.

Enchantment
Tenuous Truce (ncc) 87
Tolarian Contempt

When this enchantment enters, put a rejection counter on each creature your opponents control. At the beginning of your end step, for each opponent, choose up to one target creature they control with a rejection counter on it. That creature's owner puts it on their choice of the top or bottom of their library.

Enchantment
Tolarian Contempt (mat) 192

Enchantment

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Instant

Qty: 10 Price: $36.06
Baleful Mastery

You may pay {1}{B} rather than pay this spell's mana cost. If the {1}{B} cost was paid, an opponent draws a card. Exile target creature or planeswalker.

Instant
Baleful Mastery (stx) 64
Become Anonymous

Exile target nontoken creature you own and the top two cards of your library in a face-down pile, shuffle that pile, then cloak those cards. They enter tapped. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward {2}. Turn it face up any time for its mana cost if it's a creature card.)

Instant
Become Anonymous (acr) 186
Crib Swap

Changeling (This card is every creature type.) Exile target creature. Its controller creates a 1/1 colorless Shapeshifter creature token with changeling.

Instant Kindred
Crib Swap (c15) 65
Dawn's Truce

Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.

Instant
Dawn's Truce (blb) 295
Everybody Lives!

All creatures gain hexproof and indestructible until end of turn. Players gain hexproof until end of turn. Players can't lose life this turn and players can't lose the game or win the game this turn.

Instant
Everybody Lives! (who) 18
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
Immortal Obligation (mkc) 10
Long River's Pull

Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Counter target creature spell. If the gift was promised, instead counter target spell.

Instant
Long River's Pull (blb) 58
Split Decision

Will of the council — Choose target instant or sorcery spell. Starting with you, each player votes for denial or duplication. If denial gets more votes, counter the spell. If duplication gets more votes or the vote is tied, copy the spell. You may choose new targets for the copy.

Instant
Split Decision (gn3) 39
Unexplained Absence

For each player, exile up to one target nonland permanent that player controls. For each permanent exiled this way, its controller cloaks the top card of their library. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward {2}. Turn it face up any time for its mana cost if it's a creature card.)

Instant
Unexplained Absence (mkc) 17
Wrong Turn

Target opponent gains control of target creature. (If an attacking or blocking creature changes controllers, it's removed from combat.)

Instant
Wrong Turn (cmr) 107

Instant

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Deck Info

Deck stats

24 pips - 21 cards
23 mana - 21 cards
37 pips - 28 cards
26 mana - 24 cards
11 pips - 11 cards
23 mana - 21 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
14 mana - 10 cards
CategoriesQtyOdds
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Description

{"ops":[{"insert":"MYRSTERIOUS BENEFACTOR"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis is a political deck designed to be piloted by an experienced M:tG player who want to facilitate fun games with a newer player. To this end, it includes many targeted group hug effects that can provide a boost to newer players who may need a little helping hand. The deck is built to help you give a new player a fighting chance in an experienced pod, but not to hand them the win. If you don't have a new player in your pod, it also functions as a perfectly fine low-power political deck.\n\nThe deck makes copious use of \"exchange control\" effects, capitalizing on the fact that "},{"insert":{"card-link":"Aminatou, the Fateshifter"}},{"insert":"'s -1 ability refers to \"permanents you own\" rather than \"permanents you control.\" This allows Aminatou to return permanents you've given away to your control.\n\nThere's myr, too. Who doesn't love a myr? They're perfect little metal gentlemen.\n\nYou'll enjoy playing this deck if you like:\nHelping new players have a fun time"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Making deals and currying political favors"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Low-power, precon-level commander games"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tricky blink shenanigans"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nYou might not enjoy this deck if you prefer:\nDecks tuned for efficiency"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Games without table talk or politics"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Aggressive, proactive strategies"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Having a predefined win condition, rather than adapting based on what you can steal from your opponents"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nBLINK, AND THE SUBLETY OF \"OWN\" VS. \"CONTROL\""},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAt its core, this deck is a political deck with a weird blink theme. It incorporates many permanents with enters-the-battlefield abilities, such as "},{"insert":{"card-link":"Atris, Oracle of Half-Truths"}},{"insert":", "},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":", and "},{"insert":{"card-link":"Myr Battlesphere"}},{"insert":", which Aminatou can blink for value. Other permanents that benefit from blink effects include those that enter with a certain number of counters, like "},{"insert":{"card-link":"Kiora Bests the Sea God"}},{"insert":", "},{"insert":{"card-link":"Wishclaw Talisman"}},{"insert":", and various planeswalkers.\n\nHowever, many of the card choices in this deck make use of the specific wording of "},{"insert":{"card-link":"Aminatou, the Fateshifter"}},{"insert":"'s second ability. Aminatou is able to blink permanents \"you own\" and return them to the battlefield under your control. This means that Aminatou can return your permanents to you even if another player currently controls them.\n\nThis allows you to make excellent use of permanents that donate themselves to opponents. Aminatou lets you reuse cards like "},{"insert":{"card-link":"Act of Authority"}},{"insert":", "},{"insert":{"card-link":"Wishclaw Talisman"}},{"insert":", and "},{"insert":{"card-link":"Yes Man, Personal Securitron"}},{"insert":", even if you've already given them to an opponent. Additionally, cards that exchange control of permanents become stronger when Aminatou's around. For instance, you can make a trade with "},{"insert":{"card-link":"Djinn of Infinite Deceits"}},{"insert":" or "},{"insert":{"card-link":"Shifting Grift"}},{"insert":" and then immediately take back the permanent you traded, potentially triggering an enters-the-battlefield ability in the process!\n\nOf unique note are "},{"insert":{"card-link":"Primordial Mist"}},{"insert":" and "},{"insert":{"card-link":"Cryptic Coat"}},{"insert":", Aminatou all-stars that essentially draws you a card every turn... and allows the card to be blinked right into play! Put a big permanent back on top of your deck with Aminatou one turn, and then blink the manifested creature next turn to sneak it right onto the battlefield. "},{"insert":{"card-link":"Unexplained Absence"}},{"insert":" and "},{"insert":{"card-link":"Become Anonymous"}},{"insert":" can fill a similar role. In a similar manner, Aminatou can use her -1 ability to turn MDFC lands like "},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" and "},{"insert":{"card-link":"Glasspool Mimic // Glasspool Shore"}},{"insert":" face-up for free.\n\nIf Aminatou's not available, the deck offers a few alternatives that can perform the same function, such as "},{"insert":{"card-link":"Venser, the Sojourner"}},{"insert":" and "},{"insert":{"card-link":"The Eternal Wanderer"}},{"insert":".\n\nThe deck's ability to give out permanents like this factors directly into its next major theme: the empowerment of new players.\n\n\nHELPING NEW PLAYERS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAlmost every nonland card in this deck is capable of helping a new player in your pod find their footing in some way or another. Note that this aid should "},{"attributes":{"italic":true},"insert":"almost never"},{"insert":" be framed as an attempt to help a new player. Instead, ask for vague political favors to disguise your intentions, or openly lament having to let another player draw with "},{"insert":{"card-link":"Tenuous Truce"}},{"insert":". Also, spread out your group-hug a little so it's not so obvious who you're trying to help. New players will have a better time if they think they won the game entirely on their own merits.\n\nCards that contribute to this theme tend to fall into several major categories:\n\nTARGETED GROUP HUG"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe most obvious way to empower new players involves group hug effects that only help a specific opponent. Modern white card draw like "},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":", "},{"insert":{"card-link":"Tenuous Truce"}},{"insert":", "},{"insert":{"card-link":"Yes Man, Personal Securitron"}},{"insert":", or "},{"insert":{"card-link":"Flumph"}},{"insert":" draws cards for both you and a chosen opponent, while "},{"insert":{"card-link":"Excavation Technique"}},{"insert":" and "},{"insert":{"card-link":"Ingenious Mastery"}},{"insert":" can give a struggling player a little mana boost. "},{"insert":{"card-link":"Silverquill Lecturer"}},{"insert":" dispenses free friends left and right. "},{"insert":{"card-link":"Immortal Obligation"}},{"insert":" reanimates opponents' creatures. Consider trading these favors for a good split on "},{"insert":{"card-link":"Atris, Oracle of Half-Truths"}},{"insert":"!\n\nAdditionally, the previously-mentioned theme of donation and exchange falls into this category. By donating "},{"insert":{"card-link":"Wishclaw Talisman"}},{"insert":" or "},{"insert":{"card-link":"Conjured Currency"}},{"insert":" to a new player, you give them agency and a clear way to influence the game state. "},{"insert":{"card-link":"Coveted Falcon"}},{"insert":" also contributes to this theme. In addition, you can trade permanents between opponents with "},{"insert":{"card-link":"Wrong Turn"}},{"insert":", "},{"insert":{"card-link":"Djinn of Infinite Deceits"}},{"insert":", "},{"insert":{"card-link":"Shifting Grift"}},{"insert":", or "},{"insert":{"card-link":"Exchange of Words"}},{"insert":" (kinda) to give a struggling player a big fun creature to play with.\n\nYes, "},{"insert":{"card-link":"Rainbow Vale"}},{"insert":" is terrible but you gotta commit to the bit. View it as a way to test whether you can trust your opponents to uphold their end of a deal. Opponents who won't return your Rainbow Vale deserve none of your group hug.\n\nEven some cards that aren't typically considered group-hug cards can fall into this category. "},{"insert":{"card-link":"Demolition Field"}},{"insert":" can fix an opponent's mana, while "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" can help an opponent's creature sneak through blockers. "},{"insert":{"card-link":"Revive the Fallen"}},{"insert":" can target cards in opponents' graveyards, potentially many times if you prime the top of your library with Aminatou. "},{"insert":{"card-link":"Captivating Glance"}},{"insert":" can be used as a strange donation spell and also has multiple fun synergies with Aminatou that I'll let you figure out. "},{"insert":{"card-link":"Swindler's Scheme"}},{"insert":" can be controlled with Aminatou to slyly donate a card to an opponent.\n\nCOMBAT ENCOURAGEMENT"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nMany new players are averse to attacking even when it's strategically advantageous, so this deck includes some cards to gently (or not-so-gently) encourage them to attack. Effects like "},{"insert":{"card-link":"Immortal Obligation"}},{"insert":" can force opponents to actually attack with their big critters. "},{"insert":{"card-link":"Public Enemy"}},{"insert":" lets you \"suggest\" which opponent it would be advantageous for a new player to attack. Other effects, like "},{"insert":{"card-link":"Kiora Bests the Sea God"}},{"insert":", can help remove blockers so that a new player can attack a more experienced player.\n\nOn a similar note, "},{"insert":{"card-link":"Teyo, Geometric Tactician"}},{"insert":" can both direct newer players in the proper direction and also protect them from nasty opponents!\n\nThis deck also includes several cards that bring the Monarch or the Initiative into play, like "},{"insert":{"card-link":"Fall from Favor"}},{"insert":" and "},{"insert":{"card-link":"Sarevok's Tome"}},{"insert":", since the existence of these effects helps keep a game moving and encourages interaction and attacks. "},{"insert":{"card-link":"Coveted Jewel"}},{"insert":" and "},{"insert":{"card-link":"Fealty to the Realm"}},{"insert":" take this idea to the extreme (and Jewel is "},{"attributes":{"italic":true},"insert":"very"},{"insert":" strong with Aminatou).\n\nREMOVAL"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe flip side of helping a new player is protecting them from experienced opponents, so this deck also incorporates a relatively high density of removal. Usually, this removal involves a way to aid a new player, like "},{"insert":{"card-link":"Baleful Mastery"}},{"insert":" or "},{"insert":{"card-link":"Wrong Turn"}},{"insert":". Other times, it allows you to fix a struggling player's mana, like "},{"insert":{"card-link":"Excavation Technique"}},{"insert":". With these cards, you can eliminate permanents that shut down a new player or threaten to end the game before a new player can get their feet under themselves. You can even encourage other players to do the same with "},{"insert":{"card-link":"Bounty Board"}},{"insert":"!\n\nMore subtly, many of the deck's board wipes, from "},{"insert":{"card-link":"Tragic Arrogance"}},{"insert":" to "},{"insert":{"card-link":"The Eternal Wanderer"}},{"insert":" to "},{"insert":{"card-link":"Tolarian Contempt"}},{"insert":", allow you to intentionally spare a new player's most critical permanents while hurting experienced players. Clever political maneuvering can allow "},{"insert":{"card-link":"Make an Example"}},{"insert":" to entirely spare an opponent.\n\nThis category also includes "},{"insert":{"card-link":"Split Decision"}},{"insert":", the only ethical counterspell.\n\n\nMYR!"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis deck includes a "},{"insert":{"card-link":"Myr Kinsmith"}},{"insert":" package that consists of several mana myr and "},{"insert":{"card-link":"Myr Battlesphere"}},{"insert":". Kinsmith can even find "},{"insert":{"card-link":"Crib Swap"}},{"insert":"!\n\nThere's not much more to this theme. I just like the little toucan robot guys.\n\n\nWIN CONDITIONS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAlthough this deck focuses on facilitating a fun game state for new players, it is perfectly capable of winning a game when the time comes. Remember, the deck isn't intended to hand a new player a win, just to give them a fair shot at the crown. Win conditions in this deck include:\n\n\"WHY ARE YOU HITTING YOURSELF?\""},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBetween goad effects, theft effects, and copy effects, this deck excels at turning opponents' resources against them. The aforementioned "},{"insert":{"card-link":"Fealty to the Realm"}},{"insert":" can force opponents to beat each other into a pulp. Similarly, cards like "},{"insert":{"card-link":"Conjured Currency"}},{"insert":" and "},{"insert":{"card-link":"Captivating Glance"}},{"insert":" can steal opponents' best creatures while "},{"insert":{"card-link":"Astral Dragon"}},{"insert":" can copy the most powerful permanents on the board. Taken as a whole, this deck is well-equipped to turn opponents' advantages into yours.\n\nI’ve never gotten to use "},{"insert":{"card-link":"Aminatou, the Fateshifter"}},{"insert":"’s ultimate ability, partially because it requires that you protect her for three turns of the table and partially because her -1 is so key to this deck’s strategy. I suppose her ultimate would fit into this category, though.\n\nBIG BLINK BOIS"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis deck is also able to achieve victory by using its planeswalkers to blink creatures with powerful enters-the-battlefield abilities, such as "},{"insert":{"card-link":"Myr Battlesphere"}},{"insert":" and "},{"insert":{"card-link":"Astral Dragon"}},{"insert":". Similarly, blinking "},{"insert":{"card-link":"Kiora Bests the Sea God"}},{"insert":" every turn is a fantastic way to lock in a win.\n\nBURN?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nIf all else fails, tutor for "},{"insert":{"card-link":"Keen Duelist"}},{"insert":" and use Aminatou to put a seven-drop on top of your library every turn.\n\n\nFINAL NOTES"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis deck is checked for "},{"attributes":{"bold":true},"insert":"Battlecruiser "},{"insert":"on PlayEDH.\n\nIf you enjoy this deck, please leave a comment! Happy to answer questions or hear about your tweaks.\n"}]}
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