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Commander
Size: 100Salt sum: 74.35
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Edensair

1.6k views2 months ago
Commander
Size: 100Salt sum: 74.35

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{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"Introduction"},{"insert":"\n\nThis list of"},{"insert":{"card-link":"Hylda of the Icy Crown"}},{"insert":" is a Bracket 4 Stax-based Azorius Control deck that wins by slowing the tempo of the game to a crawl before taking over the board and killing off the table with an ever-growing mass of 4/4 Elemental Creature tokens that can eventually be pumped with Hylda's own ability. While there is a combo win-con in the deck revolving around infinite turns, without consistent ways to tutor into our combo, our primary game plan revolves around surviving the early and mid-game with various "},{"insert":{"card-link":"Rule of Law"}},{"insert":" or other prison-type effects such as "},{"insert":{"card-link":"Containment Priest"}},{"insert":" , "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":" , "},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":" and "},{"insert":{"card-link":"Harbinger of the Seas"}},{"insert":" . We break parity on these effects because almost all of our value is contained within simply generating triggers off effects that tap creatures, such as "},{"insert":{"card-link":"Citadel Siege"}},{"insert":" and "},{"insert":{"card-link":"Opposition"}},{"insert":" and paying for Hylda. As such, we do not need to cast spells under "},{"insert":{"card-link":"Rule of Law"}},{"insert":" after landing Hylda and a permanent that taps our opponents' creatures.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Mulligan Strategy"},{"insert":"\n\nBroadly speaking, our cards can be broken down into the following categories (except for "},{"insert":{"card-link":"Capture of Jingzhou"}},{"insert":" and "},{"insert":{"card-link":"Temporal Manipulation"}},{"insert":"):\nStax"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Interaction (Removal/Protection)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Value Engines (Card Draw or Token Generators)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tap Engines (There can be overlap with these and Value Engines, and some Value Engines may rely on a Tap Engine)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mana"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWhen we mulligan, the ideal hand we should be looking for is one that has "},{"attributes":{"bold":true},"insert":"Stax, a Value Engine, a Tap Down Engine, and Mana."},{"insert":"\n\nFor example, a hand such as "},{"insert":{"card-link":"Deafening Silence"}},{"insert":", "},{"insert":{"card-link":"Elvish Mariner"}},{"insert":", "},{"insert":{"card-link":"Caretaker's Talent"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":", and 2 Lands fits as we have mana from the lands and signet, a tapper off Elvish Mariner, a value engine off Caretaker's, and a stax piece off Deafening Silence. Note that there is a slight nuance to some cards - while Caretaker's Talent can be a Value Engine, it only exists as such if we can consistently make Elementals. Without the Elvish Mariner, Caretaker's is not as good a card.\n\nWhile this is an ideal hand, sometimes we have to compromise. In that case, the hierarchy of categories we should look to keep is the following: "},{"attributes":{"bold":true},"insert":"Value Engine > Tap Down Engine > Stax > Mana."},{"insert":"\nWhile mana is last on our hierarchy, as ramp is the least critical piece in lower mulligans, there should be an understanding that we must keep enough lands and/or mana rocks to actually cast our value engines, or at least hope to cast our value engines within a reasonable amount of time.\n\nThe reason for this hierarchy is simple - even on a low mulligan, as long as we can put some source of card draw into play, we can find the other parts of our deck. In scenarios where we cannot find discrete Value Engines, such as "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" , we need to rely on a fallback of using our Tap-Down engines to draw cards with Hylda's trigger rather than make Elementals to find the other parts of our deck. \n\nInteraction is the lowest on the totem pole of categories, and not included in our mulligan searches because while it is nice to be able to stop our opponents, the deck is innately interactive - tapping opponents' creatures is a form of interaction that can prevent combat damage, stifle mana production, and hamper game plans. While a counterspell is nice to have - either to disrupt opponents or protect ourselves - it is not necessary, and we can hope to draw it later. Stax is more important than Interaction in most cases because it is not card-negative and affects the whole table rather than one opponent in particular. \n\nThere are nuances to this mulligan philosophy - if we know the decks in the pod have strategies that tend to lean towards very fast combos, we might need to put a higher priority on finding a Stax piece in our opener, and we might look for Stax + Value Engine over a Tapper. Remember that while the aforementioned is a good baseline, games are always contextual.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Gameplan"},{"insert":"\n\nIn an ideal scenario, we want to establish a board that consists of:\nStax Piece"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Value Engine"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tap Engine"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Hylda"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nPrioritize putting the pieces down in that order. \n\n"},{"attributes":{"italic":true},"insert":"The Early Game:"},{"insert":"\nIn most games, we want to start on a Stax piece so that we can reign in the pace of the game to a tempo that more suits our slower game plan. Getting a Stax piece going on Turns 1-3 is critical towards holding players off from accruing large Mana Advantage over us. One of the biggest weaknesses of Azorius tends to be in Mana - we don't have red/black rituals, or green land ramp, and so we must either rely on other, more creative means to ramp mana, or we have to rely on slowing everyone else to our pace of play. As such, an early "},{"insert":{"card-link":"Rule of Law"}},{"insert":" is a very welcome thing for us - even if the other players Ramp, they are still fundamentally limited to 1 Spell a turn, meaning they are less able to leverage the extra mana that they create. Furthermore, they cannot have runaway turns of mana generation where ramp begets more ramp as they are limited to the 1 Spell.\n\nFitting our Mana package into this can sometimes be awkward. In an ideal scenario, we play our Rocks out before we put down the Rule of Law effect, but there are some scenarios where we don't have time to do so. In those scenarios, the key is to recognise that we still eventually break parity better on Rule of Law than most of our opponents can. Threat assess the game plans of your opponents to try to understand how long you can wait on a Rule of Law before you are too behind on mana advantage and time accordingly.\n\n"},{"attributes":{"italic":true},"insert":"The Middle Game:"},{"insert":"\nIdeally, we should look to establish a Value Engine or a Tap Engine once we have slowed the game down. As previously stated in the Mulligan section, there can be overlap in these two categories, as Hylda functionally turns all Tap Engines into Value Engines, or certain Value Engines only function in tandem with a Tap Engine or a Tap Engine and Hylda.\n\nTurns 3-5 in a game where we are playing to our preferred tempo will be spent finishing our setup. Unlike other commanders, Hylda, by herself, is not a particularly useful game piece unless we have the pieces ot support her. Running her out without proper setup is at your own peril, as having to redeploy a 6 mana Hylda is often a huge strain on our decks' relatively sparse mana. In general, the Rule of Thumb is that unless you are under extreme pressure to have a blocker available, Hylda should not be cast until a means to tap creatures consistently is on the board. \n\nUsing Hylda triggers in the middle game is often not as transparent as just making a 4/4. If our hand is relatively depleted, or we have either lost our Value Engine or never had one to begin with, it is often correct to spend the first few tap triggers casting "},{"insert":{"card-link":"Preordain"}},{"insert":" (taking the trigger to Scry 2, then Draw a Card) until we can find a more stable footing and have a well-stocked hand.\n\n"},{"attributes":{"italic":true},"insert":"The Late Game:"},{"insert":"\nClosing out games with Hylda is relatively straightforward. While our opponents are struggling under Rule of Law, we break parity very easily by using our mana on Hylda triggers. Creatures such as "},{"insert":{"card-link":"Court Street Denizen"}},{"insert":" , or Enchantments such as "},{"insert":{"card-link":"Opposition"}},{"insert":" let us chain Hylda triggers by making a 4/4 Elemental which then either creates a trigger or can be immediately used to tap another creature, generating Hylda triggers up until either we run out of mana or our opponents run out of creatures for us to tap. On our final trigger with these chains, we can choose to either pump our board or cast Consider one more time. Because we can tap our opponents' creatures down on their turn, our opponents will rarely have proper blockers up - and thus we can end the game simply by attacking with a pumped board of Elementals. Furthermore, we often do not need to worry about crackback damage due to our ability to continue tapping our opponents creatures down to not allow them to attack. Vallue engines such as "},{"insert":{"card-link":"Elspeth, Storm Slayer"}},{"insert":" or "},{"insert":{"card-link":"Felidar Retreat"}},{"insert":" are extra potent as they can also be quasi-overruns in the late game. \n\n"},{"attributes":{"italic":true},"insert":"The Combo Finisher and Closers:"},{"insert":"\nAs previously stated, we can leverage Hylda, Felidar Retreat, or Elspeth Storm Slayer as pseudo overrun style effects to pump our wide boards and deal lethal damage to opponents once we have a wide enough board. However, it is often the case that while 40 damage is easy to do, 80 or 120 is not. As such "},{"insert":{"card-link":"Temporal Manipulation"}},{"insert":" and "},{"insert":{"card-link":"Capture of Jingzhou"}},{"insert":" can function as a Blue Version of an Extra Combat style effect, to give us the reach to execute multiple enemies at the same time. When closing the game like this, prioritize the opponents who are most threatening to your game plan - those that can wrath you when you don't have interaction to stop a wrath, those that can present lethal damage out of nowhere, those that have a full grip and seem ready to combo. We want to leave the weakest player alive relative to our strategy to finish off last. A lot of the time, the weakest player against Hylda is the one most reliant on their creatures to win the game, as we can simply lock them out of attacking or using their creatures. Combo players and fellow control players are higher on our totem pole of targets marked for death.\n\nAlternatively, if we manage to assemble "},{"insert":{"card-link":"Kykar, Zephyr Awakener"}},{"insert":", "},{"insert":{"card-link":"Archaeomancer"}},{"insert":", and one of the aforementioned extra turn spells, we can create an effective loop to take endless turns that, while finicky, can work even under Rule of Law.\n\nThe basic requirement is to have Kykar in play with access to "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" and "},{"insert":{"card-link":"Temporal Manipulation"}},{"insert":" or "},{"insert":{"card-link":"Capture of Jingzhou"}},{"insert":". We cast Archaeomancer, returning anything; it can just be a counterspell, or even nothing at all. We simply need to have it in play. We then cast our extra turn spell, creating a Kykar trigger, which we will use to blink Archaeomancer until the end of turn. When it returns on our end step, we pick back up the extra turn spell we used, and repeat this on the next turn, taking infinite turns. During the infinite turns, it should be trivially easy to just tap all of our opponents' creatures down and kill them with combat damage, or barring some sort of impediment to this, we can just draw our deck until we find "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" or "},{"insert":{"card-link":"Winds of Abandon"}},{"insert":"to remove the board that way and win with combat damage.\n\nThis loop also functions under Rule of Law, the only difference is that we must have the Archaeomancer in play already, as we would not be able to cast our extra turn spell and Archaeomancer on the same turn. \n\nThere can be niche scenarios where this loop will not function to win the game - maybe an opponent has a Hexproof/Shroud creature that blocks our Elementals, everybody else's creatures are all tapped down, and we cannot cast both Cyclonic Rift/Winds of Abandon on the same turn as an extra turn spell to remove those things due to having a Rule of Law in play that we cannot get rid of. In those scenarios, it is best to just take out the opponents you can take out before sculpting a perfect hand of 7 cards and ending on an Overloaded Cyclonic Rift.\n\nAlso, while it is not a chain of endless turns, we can also take 2 extra turns back to back with "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" returning an extra turn spell to the top of the library. In a board state with many Elementals, this can often also be sufficient by itself to win.\n\nThe reason I include this combo and no others is that I think Kykar, Archaeomancer, and the extra turn spells are all baseline playable cards within the deck by themselves. Kykar can make evasive flying bodies that we can pump with Hylda, while incidentally providing blink value when we need it. The extra turn spells function well for reach, and Archaeomancer can rebuy a counterspell or a board wipe.\n\nWhile there are other infinite combos with"},{"insert":{"card-link":"Intruder Alarm"}},{"insert":" and "},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":", I opted out of the inclusion of these as I think Intruder Alarm is actively working against what we want to be doing most of the time, and Ashnod's is not particularly good for us, as we'd rather keep our creatures, and we don't have very good use of the mana when under Rule of Law. \n\n"},{"attributes":{"italic":true},"insert":"Establishing a Lock:"},{"insert":"\nOne of the most vicious lockouts this deck can produce is "},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":" and "},{"insert":{"card-link":"Opposition"}},{"insert":" alongside"},{"insert":{"card-link":"Harbinger of the Seas"}},{"insert":", and as we can simply stop our opponents from producing anything but Blue Mana either with the static ability from Clarion Conqueror or by tapping their non-blue sources with Opposition on their upkeep. In tandem with Rule of Law and our ability to hold up countermagic, it often becomes impossible for any non-Blue deck to function. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Notes on Deck Construction"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"Why Stax?"},{"insert":"\nMy experience with Bracket 4 games may be different from other players. In general, I find the inclusion of Stax necessary to properly play out the game plan of Hylda, as the Commander is inherently quite slow and requires a large amount of setup. Stax lets us equalize with the pod and buys us time to put out this setup. If you play in lower power, feel free to cut the Stax for other combo lines or more Tap Engines\n\n"},{"attributes":{"italic":true},"insert":"Why don't you run creatures like "},{"insert":{"card-link":"Gideon's Lawkeeper"}},{"insert":" ?\nI find that the mana in our deck is very constrained. Any type of trigger that requires us to pay mana to tap something adds tax to our Hylda trigger, and we are already a deck that has a hard time finding mana. A 2 mana 4/4 is much worse than a 1 mana 4/4. As such, I mostly only include Tap Engines that do not require mana to activate to get the best value out of the 1 mandatory mana that has to be spent on Hylda's trigger. \n\n"},{"attributes":{"italic":true},"insert":"Why no "},{"insert":{"card-link":"Junk Winder"}},{"insert":" ?\nI find this card to be a win more. It only costs a reasonable amount of mana when we already have an established board of Elementals, most of the time (unless we have a resolved "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" but that's also quite a strong position), and while it does chain triggers for Hylda, I don't personally think the juice is worth the squeeze here. Funnily enough, it also can be anti-synergistic as the stun effect means we can't buy more Hylda triggers on our opponents' next untap (though I do admit this is a bit of a nitpick as stunning things is often quite good). You can include it if you want. I think it is perfectly fine in a Hylda list, I just never found it to be very castable in the games I played with it unless I was already in a very commanding position.\n\n"},{"attributes":{"italic":true},"insert":"How would I build this as Bracket 3?"},{"insert":"\nFor game changers, I would probably run "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" , "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":" , and "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":", I would likely run fewer or no Rule of Law style effects because the pace of the game should be slower and let you run splashier cards or more tap engines. And no "},{"insert":{"card-link":"Harbinger of the Seas"}},{"insert":" as it counts as mass land denial.\n"}]}

Commander

Qty: 1 Price: $5.49
Hylda of the Icy Crown
Whenever you tap an untapped creature an opponent controls, you may pay
. When you do, choose one —
• Create a 4/4 white and blue Elemental creature token.
• Put a +1/+1 counter on each creature you control.
• Scry 2, then draw a card.
Legendary Creature - Human Warlock
Hylda of the Icy Crown (woe) 206

Commander

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Finisher

Qty: 3 Price: $17.57
Archaeomancer
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Human Wizard
Archaeomancer (j25) 285
Capture of Jingzhou
Take an extra turn after this one.
Sorcery
Capture of Jingzhou (cmm) 79
Temporal Manipulation
Take an extra turn after this one.
Sorcery
Temporal Manipulation (mb2) 174

Finisher

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Land

Qty: 27 (32 w/ MDFC)Price: $546.23
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (dsc) 258
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 269
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (mb2) 240
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (dsc) 96
Eiganjo, Seat of the Empire
: Add
.
Channel —
, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Eiganjo, Seat of the Empire (neo) 268
Flooded Strand
, 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 (mh3) 220
Floodfarm Verge
: Add
.
: Add
. Activate only if you control a Plains or an Island.
Land
Floodfarm Verge (dsk) 259
Forbidden Orchard
: 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) 323
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (rvr) 280
Island
(
: Add
.)
Basic Land - Island
Island (dsk) 280
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 248
Meticulous Archive
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Island
Meticulous Archive (mkm) 264
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 250
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (mb2) 110
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Plains
(
: Add
.)
Basic Land - Plains
Plains (fdn) 273
Polluted Delta
, 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 (mh3) 224
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (mh1) 244
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 254
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (clb) 360
Snow-Covered Island
(
: Add
.)
Basic Snow Land - Island
Snow-Covered Island (mb2) 117
Snow-Covered Plains
(
: Add
.)
Basic Snow Land - Plains
Snow-Covered Plains (mb2) 116
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains "
: Add
."
II — This Saga gains "
,
: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost
or
, put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's
Urza's Saga (mb2) 114
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 235

Land

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Mana

Qty: 10 Price: $596.10
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (dsc) 92
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (dsc) 240
Chrome Mox
Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand.
: Add one mana of any of the exiled card's colors.
Artifact
Chrome Mox (2xm) 240
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (dsc) 245
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (dsc) 248
Mox Opal
Metalcraft —
: Add one mana of any color. Activate only if you control three or more artifacts.
Legendary Artifact
Mox Opal (2xm) 275
Smothering Tithe
Whenever an opponent draws a card, that player may pay
. If the player doesn't, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Smothering Tithe (cmm) 57
Sol Ring
: Add
.
Artifact
Sol Ring (dsc) 94
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (pip) 249
The Mind Stone
Indestructible
: Add
.
,
: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
Legendary Artifact - Infinity Stone
The Mind Stone (msh) 21

Mana

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MDFC Land

Qty: 5 Price: $76.81
Eagles of the North
Flying
When this creature enters, creatures you control get +1/+0 and gain first strike until end of turn.
Plainscycling
(
, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Creature - Soldier Bird
Eagles of the North (ltr) 7
Lórien Revealed
Draw three cards.
Islandcycling
(
, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Sorcery
Lórien Revealed (ltr) 60
Sea Gate Restoration
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
Sorcery
Sea Gate Restoration // Sea Gate, Reborn (znr) 76Sea Gate Restoration // Sea Gate, Reborn (znr) 76
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239

MDFC Land

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Protection

Qty: 9 Price: $337.91
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (blc) 170
Counterspell
Counter target spell.
Instant
Counterspell (dsc) 114
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (cmm) 94
Force of Negation
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.
Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Instant
Force of Negation (2x2) 50
Force of Will
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.
Instant
Force of Will (dmr) 50
Hydroelectric Specimen
Flash
When this creature enters, you may change the target of target instant or sorcery spell with a single target to this creature.
Creature - Weird
Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (2x2) 57
Strix Serenade
Counter target artifact, creature, or planeswalker spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Strix Serenade (mh3) 71
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (ltc) 197

Protection

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Removal

Qty: 6 Price: $67.04
Cryptic Command
Choose two —
• Counter target spell.
• Return target permanent to its owner's hand.
• Tap all creatures your opponents control.
• Draw a card.
Instant
Cryptic Command (plst) IMA-48
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rvr) 40
Sunfall
Exile all creatures. Incubate X, where X is the number of creatures exiled this way. (Create an Incubator token with X +1/+1 counters on it and "
: Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
Sorcery
Sunfall (mom) 40
Supreme Verdict
This spell can't be countered.
Destroy all creatures.
Sorcery
Supreme Verdict (clu) 211
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (dsc) 106
Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Winds of Abandon (plst) MH1-37

Removal

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Stax

Qty: 13 Price: $71.37
Arcane Laboratory
Each player can't cast more than one spell each turn.
Enchantment
Arcane Laboratory (plst) 7ED-60
Archon of Emeria
Flying
Each player can't cast more than one spell each turn.
Nonbasic lands your opponents control enter tapped.
Creature - Archon
Archon of Emeria (mb2) 4
Aura of Silence
Artifact and enchantment spells your opponents cast cost
more to cast.
Sacrifice this enchantment: Destroy target artifact or enchantment.
Enchantment
Aura of Silence (plst) C15-60
Aven Mindcensor
Flash
Flying
If an opponent would search a library, that player searches the top four cards of that library instead.
Creature - Wizard Bird
Aven Mindcensor (clb) 688
Clarion Conqueror
Flying
Activated abilities of artifacts, creatures, and planeswalkers can't be activated.
Creature - Dragon
Clarion Conqueror (tdm) 5
Containment Priest
Flash
If a nontoken creature would enter and it wasn't cast, exile it instead.
Creature - Human Cleric
Containment Priest (mb2) 7
Deafening Silence
Each player can't cast more than one noncreature spell each turn.
Enchantment
Deafening Silence (mb2) 9
Drannith Magistrate
Your opponents can't cast spells from anywhere other than their hands.
Creature - Human Wizard
Drannith Magistrate (iko) 11
Eidolon of Rhetoric
Each player can't cast more than one spell each turn.
Creature Enchantment - Spirit
Eidolon of Rhetoric (j22) 54
Ethersworn Canonist
Each player who has cast a nonartifact spell this turn can't cast additional nonartifact spells.
Creature Artifact - Human Cleric
Ethersworn Canonist (mb2) 10
Grand Arbiter Augustin IV
White spells you cast cost
less to cast.
Blue spells you cast cost
less to cast.
Spells your opponents cast cost
more to cast.
Legendary Creature - Human Advisor
Grand Arbiter Augustin IV (2x2) 221
Harbinger of the Seas
Nonbasic lands are Islands.
Creature - Wizard Merfolk
Harbinger of the Seas (mh3) 63
Rule of Law
Each player can't cast more than one spell each turn.
Enchantment
Rule of Law (m20) 35

Stax

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Tap Engine

Qty: 12 Price: $13.32
Citadel Siege
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control.
• Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
Enchantment
Citadel Siege (mic) 81
Court Street Denizen
Whenever another white creature you control enters, tap target creature an opponent controls.
Creature - Human Soldier
Court Street Denizen (cmr) 17
Diversionary Tactics
Tap two untapped creatures you control: Tap target creature.
Enchantment
Diversionary Tactics (plst) APC-7
Elvish Mariner
Whenever this creature attacks, scry 1.
Whenever you scry, tap up to X target nonland permanents, where X is the number of cards looked at while scrying this way.
Creature - Elf Pilot
Elvish Mariner (ltr) 283
Gadwick, the Wizened
When Gadwick enters, draw X cards.
Whenever you cast a blue spell, tap target nonland permanent an opponent controls.
Legendary Creature - Human Wizard
Gadwick, the Wizened (eld) 48
Gigadrowse
Replicate
(When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Tap target permanent.
Instant
Gigadrowse (plst) GPT-26
Hylda's Crown of Winter
,
: Tap target creature. This ability costs
less to activate during your turn.
, Sacrifice Hylda's Crown of Winter: Draw a card for each tapped creature your opponents control.
Legendary Artifact
Hylda's Crown of Winter (woe) 247
Lossarnach Captain
First strike
Whenever this creature or another Human you control enters, tap target creature an opponent controls.
At the beginning of your upkeep, create a 1/1 white Human Soldier creature token.
Creature - Human Soldier
Lossarnach Captain (ltc) 16
Opposition
Tap an untapped creature you control: Tap target artifact, creature, or land.
Enchantment
Opposition (dmr) 62
Skaab Wrangler
Tap three untapped creatures you control: Tap target creature.
Creature - Human Wizard
Skaab Wrangler (mid) 75
Suppression Ray
Tap all creatures target player controls. You may pay any amount of
. If you do, choose up to that many creatures tapped this way. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Sorcery
Suppression Ray // Orderly Plaza (mh3) 260Suppression Ray // Orderly Plaza (mh3) 260
Topplegeist
Flying
When this creature enters, tap target creature an opponent controls.
Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, tap target creature that player controls.
Creature - Spirit
Topplegeist (soi) 45

Tap Engine

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Tutor

Qty: 3 Price: $110.97
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 6
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (dmr) 60
Ranger-Captain of Eos
When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Creature - Human Soldier Ranger
Ranger-Captain of Eos (plst) MH1-21

Tutor

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Value Engine

Qty: 11 Price: $377.19
Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class
Caretaker's Talent (blb) 6
Danny Pink
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Legendary Creature - Human Soldier Advisor
Danny Pink (who) 39
Elspeth, Storm Slayer
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
Legendary Planeswalker - Elspeth
Elspeth, Storm Slayer (tdm) 11
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (mh2) 12
Felidar Retreat
Landfall — Whenever a land you control enters, choose one —
• Create a 2/2 white Cat Beast creature token.
• Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
Enchantment
Felidar Retreat (cmm) 821
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.
Legendary Creature - Wizard Bird
Kykar, Zephyr Awakener (fdn) 122
Mystic Remora
Cumulative upkeep
(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.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
Enchantment
Mystic Remora (tle) 16
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (j22) 114
Sharae of Numbing Depths
When Sharae enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you tap one or more untapped creatures your opponents control, draw a card. This ability triggers only once each turn.
Legendary Creature - Wizard Merfolk
Sharae of Numbing Depths (woe) 213
Verity Circle
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card.
: Tap target creature without flying.
Enchantment
Verity Circle (voc) 116
Wan Shi Tong, Librarian
Flash
Flying, vigilance
When Wan Shi Tong enters, put X +1/+1 counters on him. Then draw half X cards, rounded down.
Whenever an opponent searches their library, put a +1/+1 counter on Wan Shi Tong and draw a card.
Legendary Creature - Bird Spirit
Wan Shi Tong, Librarian (tla) 78

Value Engine

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Maybeboard

Qty: 8 Price: $384.92
Ancient Tomb
: Add
. This land deals 2 damage to you.
Land
Ancient Tomb (plst) TMP-315
Ashnod's Altar
Sacrifice a creature: Add
.
Artifact
Ashnod's Altar (cmm) 368
Cephalid Coliseum
: Add
. This land deals 1 damage to you.
Threshold —
,
, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if there are seven or more cards in your graveyard.
Land
Cephalid Coliseum (mh3) 300
Coldsteel Heart
This artifact enters tapped.
As this artifact enters, choose a color.
: Add one mana of the chosen color.
Snow Artifact
Coldsteel Heart (2x2) 301
Heliod, Sun-Crowned
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Legendary Creature Enchantment - God
Heliod, Sun-Crowned (cmm) 29
Intruder Alarm
Creatures don't untap during their controllers' untap steps.
Whenever a creature enters, untap all creatures.
Enchantment
Intruder Alarm (plst) 8ED-86
Mana Vault
This artifact doesn't untap during your untap step.
At the beginning of your upkeep, you may pay
. If you do, untap this artifact.
At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you.
: Add
.
Artifact
Mana Vault (2x2) 308
Walking Ballista
This creature enters with X +1/+1 counters on it.
: Put a +1/+1 counter on this creature.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
Creature Artifact - Construct
Walking Ballista (fic) 371

Maybeboard

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Deck Info

Deck stats

41 pips - 34 cards
24 mana - 24 cards
55 pips - 36 cards
27 mana - 27 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
8 mana - 7 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"Introduction"},{"insert":"\n\nThis list of"},{"insert":{"card-link":"Hylda of the Icy Crown"}},{"insert":" is a Bracket 4 Stax-based Azorius Control deck that wins by slowing the tempo of the game to a crawl before taking over the board and killing off the table with an ever-growing mass of 4/4 Elemental Creature tokens that can eventually be pumped with Hylda's own ability. While there is a combo win-con in the deck revolving around infinite turns, without consistent ways to tutor into our combo, our primary game plan revolves around surviving the early and mid-game with various "},{"insert":{"card-link":"Rule of Law"}},{"insert":" or other prison-type effects such as "},{"insert":{"card-link":"Containment Priest"}},{"insert":" , "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":" , "},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":" and "},{"insert":{"card-link":"Harbinger of the Seas"}},{"insert":" . We break parity on these effects because almost all of our value is contained within simply generating triggers off effects that tap creatures, such as "},{"insert":{"card-link":"Citadel Siege"}},{"insert":" and "},{"insert":{"card-link":"Opposition"}},{"insert":" and paying for Hylda. As such, we do not need to cast spells under "},{"insert":{"card-link":"Rule of Law"}},{"insert":" after landing Hylda and a permanent that taps our opponents' creatures.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Mulligan Strategy"},{"insert":"\n\nBroadly speaking, our cards can be broken down into the following categories (except for "},{"insert":{"card-link":"Capture of Jingzhou"}},{"insert":" and "},{"insert":{"card-link":"Temporal Manipulation"}},{"insert":"):\nStax"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Interaction (Removal/Protection)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Value Engines (Card Draw or Token Generators)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tap Engines (There can be overlap with these and Value Engines, and some Value Engines may rely on a Tap Engine)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mana"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWhen we mulligan, the ideal hand we should be looking for is one that has "},{"attributes":{"bold":true},"insert":"Stax, a Value Engine, a Tap Down Engine, and Mana."},{"insert":"\n\nFor example, a hand such as "},{"insert":{"card-link":"Deafening Silence"}},{"insert":", "},{"insert":{"card-link":"Elvish Mariner"}},{"insert":", "},{"insert":{"card-link":"Caretaker's Talent"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":", and 2 Lands fits as we have mana from the lands and signet, a tapper off Elvish Mariner, a value engine off Caretaker's, and a stax piece off Deafening Silence. Note that there is a slight nuance to some cards - while Caretaker's Talent can be a Value Engine, it only exists as such if we can consistently make Elementals. Without the Elvish Mariner, Caretaker's is not as good a card.\n\nWhile this is an ideal hand, sometimes we have to compromise. In that case, the hierarchy of categories we should look to keep is the following: "},{"attributes":{"bold":true},"insert":"Value Engine > Tap Down Engine > Stax > Mana."},{"insert":"\nWhile mana is last on our hierarchy, as ramp is the least critical piece in lower mulligans, there should be an understanding that we must keep enough lands and/or mana rocks to actually cast our value engines, or at least hope to cast our value engines within a reasonable amount of time.\n\nThe reason for this hierarchy is simple - even on a low mulligan, as long as we can put some source of card draw into play, we can find the other parts of our deck. In scenarios where we cannot find discrete Value Engines, such as "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" , we need to rely on a fallback of using our Tap-Down engines to draw cards with Hylda's trigger rather than make Elementals to find the other parts of our deck. \n\nInteraction is the lowest on the totem pole of categories, and not included in our mulligan searches because while it is nice to be able to stop our opponents, the deck is innately interactive - tapping opponents' creatures is a form of interaction that can prevent combat damage, stifle mana production, and hamper game plans. While a counterspell is nice to have - either to disrupt opponents or protect ourselves - it is not necessary, and we can hope to draw it later. Stax is more important than Interaction in most cases because it is not card-negative and affects the whole table rather than one opponent in particular. \n\nThere are nuances to this mulligan philosophy - if we know the decks in the pod have strategies that tend to lean towards very fast combos, we might need to put a higher priority on finding a Stax piece in our opener, and we might look for Stax + Value Engine over a Tapper. Remember that while the aforementioned is a good baseline, games are always contextual.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Gameplan"},{"insert":"\n\nIn an ideal scenario, we want to establish a board that consists of:\nStax Piece"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Value Engine"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tap Engine"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Hylda"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nPrioritize putting the pieces down in that order. \n\n"},{"attributes":{"italic":true},"insert":"The Early Game:"},{"insert":"\nIn most games, we want to start on a Stax piece so that we can reign in the pace of the game to a tempo that more suits our slower game plan. Getting a Stax piece going on Turns 1-3 is critical towards holding players off from accruing large Mana Advantage over us. One of the biggest weaknesses of Azorius tends to be in Mana - we don't have red/black rituals, or green land ramp, and so we must either rely on other, more creative means to ramp mana, or we have to rely on slowing everyone else to our pace of play. As such, an early "},{"insert":{"card-link":"Rule of Law"}},{"insert":" is a very welcome thing for us - even if the other players Ramp, they are still fundamentally limited to 1 Spell a turn, meaning they are less able to leverage the extra mana that they create. Furthermore, they cannot have runaway turns of mana generation where ramp begets more ramp as they are limited to the 1 Spell.\n\nFitting our Mana package into this can sometimes be awkward. In an ideal scenario, we play our Rocks out before we put down the Rule of Law effect, but there are some scenarios where we don't have time to do so. In those scenarios, the key is to recognise that we still eventually break parity better on Rule of Law than most of our opponents can. Threat assess the game plans of your opponents to try to understand how long you can wait on a Rule of Law before you are too behind on mana advantage and time accordingly.\n\n"},{"attributes":{"italic":true},"insert":"The Middle Game:"},{"insert":"\nIdeally, we should look to establish a Value Engine or a Tap Engine once we have slowed the game down. As previously stated in the Mulligan section, there can be overlap in these two categories, as Hylda functionally turns all Tap Engines into Value Engines, or certain Value Engines only function in tandem with a Tap Engine or a Tap Engine and Hylda.\n\nTurns 3-5 in a game where we are playing to our preferred tempo will be spent finishing our setup. Unlike other commanders, Hylda, by herself, is not a particularly useful game piece unless we have the pieces ot support her. Running her out without proper setup is at your own peril, as having to redeploy a 6 mana Hylda is often a huge strain on our decks' relatively sparse mana. In general, the Rule of Thumb is that unless you are under extreme pressure to have a blocker available, Hylda should not be cast until a means to tap creatures consistently is on the board. \n\nUsing Hylda triggers in the middle game is often not as transparent as just making a 4/4. If our hand is relatively depleted, or we have either lost our Value Engine or never had one to begin with, it is often correct to spend the first few tap triggers casting "},{"insert":{"card-link":"Preordain"}},{"insert":" (taking the trigger to Scry 2, then Draw a Card) until we can find a more stable footing and have a well-stocked hand.\n\n"},{"attributes":{"italic":true},"insert":"The Late Game:"},{"insert":"\nClosing out games with Hylda is relatively straightforward. While our opponents are struggling under Rule of Law, we break parity very easily by using our mana on Hylda triggers. Creatures such as "},{"insert":{"card-link":"Court Street Denizen"}},{"insert":" , or Enchantments such as "},{"insert":{"card-link":"Opposition"}},{"insert":" let us chain Hylda triggers by making a 4/4 Elemental which then either creates a trigger or can be immediately used to tap another creature, generating Hylda triggers up until either we run out of mana or our opponents run out of creatures for us to tap. On our final trigger with these chains, we can choose to either pump our board or cast Consider one more time. Because we can tap our opponents' creatures down on their turn, our opponents will rarely have proper blockers up - and thus we can end the game simply by attacking with a pumped board of Elementals. Furthermore, we often do not need to worry about crackback damage due to our ability to continue tapping our opponents creatures down to not allow them to attack. Vallue engines such as "},{"insert":{"card-link":"Elspeth, Storm Slayer"}},{"insert":" or "},{"insert":{"card-link":"Felidar Retreat"}},{"insert":" are extra potent as they can also be quasi-overruns in the late game. \n\n"},{"attributes":{"italic":true},"insert":"The Combo Finisher and Closers:"},{"insert":"\nAs previously stated, we can leverage Hylda, Felidar Retreat, or Elspeth Storm Slayer as pseudo overrun style effects to pump our wide boards and deal lethal damage to opponents once we have a wide enough board. However, it is often the case that while 40 damage is easy to do, 80 or 120 is not. As such "},{"insert":{"card-link":"Temporal Manipulation"}},{"insert":" and "},{"insert":{"card-link":"Capture of Jingzhou"}},{"insert":" can function as a Blue Version of an Extra Combat style effect, to give us the reach to execute multiple enemies at the same time. When closing the game like this, prioritize the opponents who are most threatening to your game plan - those that can wrath you when you don't have interaction to stop a wrath, those that can present lethal damage out of nowhere, those that have a full grip and seem ready to combo. We want to leave the weakest player alive relative to our strategy to finish off last. A lot of the time, the weakest player against Hylda is the one most reliant on their creatures to win the game, as we can simply lock them out of attacking or using their creatures. Combo players and fellow control players are higher on our totem pole of targets marked for death.\n\nAlternatively, if we manage to assemble "},{"insert":{"card-link":"Kykar, Zephyr Awakener"}},{"insert":", "},{"insert":{"card-link":"Archaeomancer"}},{"insert":", and one of the aforementioned extra turn spells, we can create an effective loop to take endless turns that, while finicky, can work even under Rule of Law.\n\nThe basic requirement is to have Kykar in play with access to "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" and "},{"insert":{"card-link":"Temporal Manipulation"}},{"insert":" or "},{"insert":{"card-link":"Capture of Jingzhou"}},{"insert":". We cast Archaeomancer, returning anything; it can just be a counterspell, or even nothing at all. We simply need to have it in play. We then cast our extra turn spell, creating a Kykar trigger, which we will use to blink Archaeomancer until the end of turn. When it returns on our end step, we pick back up the extra turn spell we used, and repeat this on the next turn, taking infinite turns. During the infinite turns, it should be trivially easy to just tap all of our opponents' creatures down and kill them with combat damage, or barring some sort of impediment to this, we can just draw our deck until we find "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" or "},{"insert":{"card-link":"Winds of Abandon"}},{"insert":"to remove the board that way and win with combat damage.\n\nThis loop also functions under Rule of Law, the only difference is that we must have the Archaeomancer in play already, as we would not be able to cast our extra turn spell and Archaeomancer on the same turn. \n\nThere can be niche scenarios where this loop will not function to win the game - maybe an opponent has a Hexproof/Shroud creature that blocks our Elementals, everybody else's creatures are all tapped down, and we cannot cast both Cyclonic Rift/Winds of Abandon on the same turn as an extra turn spell to remove those things due to having a Rule of Law in play that we cannot get rid of. In those scenarios, it is best to just take out the opponents you can take out before sculpting a perfect hand of 7 cards and ending on an Overloaded Cyclonic Rift.\n\nAlso, while it is not a chain of endless turns, we can also take 2 extra turns back to back with "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" returning an extra turn spell to the top of the library. In a board state with many Elementals, this can often also be sufficient by itself to win.\n\nThe reason I include this combo and no others is that I think Kykar, Archaeomancer, and the extra turn spells are all baseline playable cards within the deck by themselves. Kykar can make evasive flying bodies that we can pump with Hylda, while incidentally providing blink value when we need it. The extra turn spells function well for reach, and Archaeomancer can rebuy a counterspell or a board wipe.\n\nWhile there are other infinite combos with"},{"insert":{"card-link":"Intruder Alarm"}},{"insert":" and "},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":", I opted out of the inclusion of these as I think Intruder Alarm is actively working against what we want to be doing most of the time, and Ashnod's is not particularly good for us, as we'd rather keep our creatures, and we don't have very good use of the mana when under Rule of Law. \n\n"},{"attributes":{"italic":true},"insert":"Establishing a Lock:"},{"insert":"\nOne of the most vicious lockouts this deck can produce is "},{"insert":{"card-link":"Clarion Conqueror"}},{"insert":" and "},{"insert":{"card-link":"Opposition"}},{"insert":" alongside"},{"insert":{"card-link":"Harbinger of the Seas"}},{"insert":", and as we can simply stop our opponents from producing anything but Blue Mana either with the static ability from Clarion Conqueror or by tapping their non-blue sources with Opposition on their upkeep. In tandem with Rule of Law and our ability to hold up countermagic, it often becomes impossible for any non-Blue deck to function. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Notes on Deck Construction"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"Why Stax?"},{"insert":"\nMy experience with Bracket 4 games may be different from other players. In general, I find the inclusion of Stax necessary to properly play out the game plan of Hylda, as the Commander is inherently quite slow and requires a large amount of setup. Stax lets us equalize with the pod and buys us time to put out this setup. If you play in lower power, feel free to cut the Stax for other combo lines or more Tap Engines\n\n"},{"attributes":{"italic":true},"insert":"Why don't you run creatures like "},{"insert":{"card-link":"Gideon's Lawkeeper"}},{"insert":" ?\nI find that the mana in our deck is very constrained. Any type of trigger that requires us to pay mana to tap something adds tax to our Hylda trigger, and we are already a deck that has a hard time finding mana. A 2 mana 4/4 is much worse than a 1 mana 4/4. As such, I mostly only include Tap Engines that do not require mana to activate to get the best value out of the 1 mandatory mana that has to be spent on Hylda's trigger. \n\n"},{"attributes":{"italic":true},"insert":"Why no "},{"insert":{"card-link":"Junk Winder"}},{"insert":" ?\nI find this card to be a win more. It only costs a reasonable amount of mana when we already have an established board of Elementals, most of the time (unless we have a resolved "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" but that's also quite a strong position), and while it does chain triggers for Hylda, I don't personally think the juice is worth the squeeze here. Funnily enough, it also can be anti-synergistic as the stun effect means we can't buy more Hylda triggers on our opponents' next untap (though I do admit this is a bit of a nitpick as stunning things is often quite good). You can include it if you want. I think it is perfectly fine in a Hylda list, I just never found it to be very castable in the games I played with it unless I was already in a very commanding position.\n\n"},{"attributes":{"italic":true},"insert":"How would I build this as Bracket 3?"},{"insert":"\nFor game changers, I would probably run "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" , "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":" , and "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":", I would likely run fewer or no Rule of Law style effects because the pace of the game should be slower and let you run splashier cards or more tap engines. And no "},{"insert":{"card-link":"Harbinger of the Seas"}},{"insert":" as it counts as mass land denial.\n"}]}
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