Sagesse
2.6k views4 days ago
Commander
Size: 100Salt sum: 68.4
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{"ops":[{"insert":"This is my solitaire deck. I simulate games in my free time. This exercise has helped me learn the lines and the weak spots. \nIn a vacuum of about 100 fishbowls, it has won as early as turn 2 and averages turns 4 or 5. Rarely, it just fizzles. If I haven't won by turn 7, I start over. This is rare.\n\nI have identified these key weaknesses in this deck: Jhoira, Breach, Divining Top, Isochron Scepter.\nSuccessfully stopping these slows the deck down, but it is very resilient.\nParadoxical Outcome is also wildly powerful and it usually generates all the gas needed for a win. Opponents should stop it immediately, but it's not a win con itself. \nIt should also be noted, in my testing so far, I have won the table every time I've resolved Gifts Ungiven. \nThe ability to get 4 different win conditions leaves opponents guessing which ones you are prepared to pull off immediately.\n\nThings to look for in the mulligan: Land, Artifact cost reduction, mana positive artifacts, Top, Breach. \n\nJhoira is a big part of this deck and aggressively keeping her off the table would be Very Bad. I imagine that keeping commanders off the board is a problem for most cEDH decks. The deck can still win without Jhoira. A combination of cost reduction and Divining Top still gives the deck a fair shot. Or it can just draw into Breach Freeze and pop off.\n\nWords of Wind should be stopped. With Jhoira and most mana positive artifacts *shakes fist at Mox Diamond,* this creates an infinite storm count and resets the board for everyone except me. \n\nBreach Freeze needs no explanation, I hope. This deck can't tutor the Breach but has ridiculous card draw. It's there because it resists interaction, only demands 2 cards, and I know the line. In my fishbowl, I consider it a win if I draw the pieces and can begin the line with enough cards in my library to mill. Zuran Orb can sac lands to generate another Breach trigger in a pinch.\n\nDivining Top + Mystic Forge into emptying the library is the easiest win. The best part is that, with artifact cost reduction, Jhoira isn't needed here, and can actually be mildly dangerous to have in play depending on the lines. As an opponent, then you'd have to stop Lab Man or Thoracle. I imagine stopping them can be difficult for opponents if I've picked up my deck and have all my counters. Picking up my deck also enables my other wincons to some extent, especially Dramatic Bobble, but not Breach Freeze. (Breach Freeze fails if I can't produce a graveyard anymore.) To avoid this, stopping the Divining Top is probably the best option.\n\nExiling the Divining Top would be an excellent way to slow this deck down. Just destroying it may not be enough, with Breach or Buried Ruin to recurse the Top, or the Intelligence/Perception Bobbles which can provide alternative churn. As an aside, Divining Top also helps the deck churn even without the Forge, though it will not empty the library without insane luck. I've used it many times to fix draws and dig deeper. \n\nIn order to maximize my chances, this deck includes a \"look over here\" type strategy. The plan is to distract the table with the following, hopefully winning on the spot or enabling me to deck myself:\n\nDramatic Scepter (Dramatic Reversal inside an Isochron Scepter) enables a unique win through infinite mana and Luck Bobblehead activations. The checklist:\nDraw engine. This will *usually* result in free artifacts at some point."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Get all 7 Bobbleheads and Dramatic Scepter"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Stop drawing"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play all 7 Bobbleheads and Dramatic Scepter. Try to include them into the draw engine if Jhoira is in play to limit over drawing. If you can't, then try for the Lab Man/Thoracle win."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Attempt to produce a win by rolling the Luck Bobblehead infinite times or producing Infinite haste creatures with Agility/Charisma."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nYou either win or get interacted with, then can proceed to another win con. Breach can also recover any countered pieces.\n\nNotes on the Bobbleheads. \nThe Agility and Charisma Bobbleheads, with Dramatic Scepter, generate a win by creating infinite haste creatures. \nIntelligence Bobblehead is expensive, but can generate draw in as pinch. That pinch might be someone interacting with the Divining Top before you've drawn the full combo. \nPerception can enable a win if you have only it and Dramatic Scepter by digging for the other Bobbles an infinite number of times. \nLuck can generate a mana positive activation sometimes.\n\nFor an opponent, stopping the Dramatic Scepter would be an excellent idea. If Dramatic Reversal is already in the Scepter and get countered, the Manifold Key can restart the engine. I am considering Voltaic Key as well. However, if the opponents who don't know the Bobbles interact with them instead, stopping just the Luck Bobble is not enough, since Agility/Charisma is a wincon. Stopping both of those is not enough since Perception can eventually find Breach and recycle everything. Stopping those three is not enough since Intelligence can draw out the deck. The best target for them is the Dramatic Scepter.\n\n12/16/24:\nI've put about a dozen games under my belt and have won a few. Once with Words of Wisdom, but other times when I demonstrated infinite mana/draw without actually doing any winning.\nI've added Walking Ballista as another wincon. At the very least, it cantrips immediately. Sometimes the cast also generates mana with Glaring Fleshmaker and Birgi.\nGlaring Fleshmaker might generate a win as well.\nI've added Wild Magic Surge as more removal and added more lands. Too many lands causes stalls. Stalls are ick. Too few lands makes mulligans a huge chore. I'm still dialing it in.\nI took out some artifact bounce spells that either don't do very much or feel really expensive when countered. Paradoxical Outcome is still the king of artifact bounce in this deck. That card is amazing.\nSurprisingly, I hated seeing Mox Diamond in my draws. With the low land/high ramp strats I'm going to sling without it for awhile and see how it goes.\nI had a cute idea to steal ramp with Dack and/or a Thieving Skydiver and it just never happens. Out they go.\n\n2/10/25:\nThe changes from the last update have added consistency. If anything, I more often draw into Words of Wind and immediately win.\nAetherdrift has come out and has introduced Repurposing Bay. I'll need to test it, but at first glance, it's an expensive Fabricate.\nThought Monitor is often Ancestral Recall.\nDefense Grid begs to be countered as letting it resolve mid pop off is usually game.\nI tweaked the mana base a little.\n\n4/24/25:\nSome tweaks here and there. Notable addition of Gifts Ungiven, Transmute Artifact, and Wipe Away. These adds have made Words of Wind wins more likely. Gifts Ungiven can grab 4 mana positive mana rocks or just full on Top/Forge or missing Breach pieces. Honestly, it's wild how many outs Gifts can find. It'll be a blast.\n\n5/15/25:\nFinal Fantasy is still in preview season, but Vivi is such a ridiculous card that it had to be added right away.\n\n7/23/25:\nMy first impression of Tezzeret Cruel Captain feels like it will just be an expensive Trinket Mage, but then I realized his first two abilities might be able to interact against Stax. Still, it's difficult to manage a resource positive interaction the turn he is played, so I imagine he's more of a solution for table that has ground to a halt and otherwise -maybe- a value play if you slam into a wall of denial when trying to pop off. I can't imagine the emblem(s) being terribly useful in cEDH but I guess you never know. I'll try him out for awhile, but he might be too niche.\n\nThe other card I'm excited about is Uthros Research Craft. Getting it to 3 charges shouldn't be too hard and then it's a massive draw engine until it gets removed.\n\n10/21/25:\nNothing from Spiderman really jumps out for this deck except maybe Electro. I think I'll pass, though, since Birgi's alternate face wins games and she produces mana positivity off of artifacts, She's just far better. The only other consideration for this go around is the idea of removing interaction to create more space for win conditions. I'm pondering it. Stopping opponent wincons seems primarily luck based and I'd rather be gambling on a \"win\" instead of a \"not lose.\" In that vein, there might be some more changes incoming. I have already swapped out Gilded Drake for Urza and have marked several more cards for potential removal. It'll at least be fun to playtest!\n\n1/21/26: Hexing Squelcher exists now. That means more counterspells being teched out. I added Last Chance and Lady Octopus, plus some cheap permanent bounce. Filter Out and Machine over Matter can create value positive self interactions while also providing answers to opponents. Win first I guess.\n\n7/30/26: Lady Octopus is a great addition and we haven't seen much in the way of table losses from removing most of the countermagic, relying on a Defense Grid or Squelcher to stop counterplay or distract from the win con. The philosophy of, \"You stopped that, but I'll just do something else,\" seems to be working. Tezzeret still enables play under heinous stax conditions. I've added Shuri to reduce artifact costs and copy while Ironheart gives everything improvise (which is just insane.) Fateful Discovery from The Hobbit lives alongside Uthros Research Craft as a third commander. I took out Vivi and the Last Stand. It's crazy that Vivi got cut but... they did. Fishbowls with this deck are winning on turns 3-5. Commander's Spellbook is detecing 43 infinite combos but I think there's more.\n\n"}]}
Copy
Copy
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Counters
Counters
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Draw
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 .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Thassa's Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Creature - Wizard Merfolk

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Uthros Research Craft
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 12+.)
3+ | Whenever you cast an artifact spell, draw a card. Put a charge counter on this Spacecraft.
12+ | Flying
This Spacecraft gets +1/+0 for each artifact you control.
3+ | Whenever you cast an artifact spell, draw a card. Put a charge counter on this Spacecraft.
12+ | Flying
This Spacecraft gets +1/+0 for each artifact you control.
Artifact - Spacecraft

Draw
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Finisher
Finisher
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Land
Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

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.
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

Land
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Protection
Protection
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Ramp
Agility Bobblehead
: Add one mana of any color.
, : Up to X target creatures you control each gain haste until end of turn and can't be blocked this turn except by creatures with haste, where X is the number of Bobbleheads you control as you activate this ability.
, : Up to X target creatures you control each gain haste until end of turn and can't be blocked this turn except by creatures with haste, where X is the number of Bobbleheads you control as you activate this ability.
Artifact - Bobblehead

Lady Octopus, Inspired Inventor
Whenever you draw your first or second card each turn, put an ingenuity counter on Lady Octopus.
: You may cast an artifact spell from your hand with mana value less than or equal to the number of ingenuity counters on Lady Octopus without paying its mana cost.
: You may cast an artifact spell from your hand with mana value less than or equal to the number of ingenuity counters on Lady Octopus without paying its mana cost.
Legendary Creature - Human Scientist Villain

Perception Bobblehead
: Add one mana of any color.
, : Look at the top X cards of your library, where X is the number of Bobbleheads you control. You may cast a spell with mana value 3 or less from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
, : Look at the top X cards of your library, where X is the number of Bobbleheads you control. You may cast a spell with mana value 3 or less from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Artifact - Bobblehead

Urza, Lord High Artificer
When Urza enters, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
Tap an untapped artifact you control: Add .
: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.
Tap an untapped artifact you control: Add .
: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.
Legendary Creature - Human Artificer

Ramp
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Recursion
Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Recursion
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Removal
Removal
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Tutor
Tezzeret, Cruel Captain
Whenever an artifact you control enters, put a loyalty counter on Tezzeret.
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
Legendary Planeswalker - Tezzeret

Transmute Artifact
Sacrifice an artifact. If you do, search your library for an artifact card. If that card's mana value is less than or equal to the sacrificed artifact's mana value, put it onto the battlefield. If it's greater, you may pay , where X is the difference. If you do, put it onto the battlefield. If you don't, put it into its owner's graveyard. Then shuffle.
Sorcery

Tutor
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Maybeboard
Saheeli, Filigree Master
+1: Scry 1. You may tap an untapped artifact you control. If you do, draw a card.
−2: Create two 1/1 colorless Thopter artifact creature tokens with flying. They gain haste until end of turn.
−4: You get an emblem with "Artifact creatures you control get +1/+1" and "Artifact spells you cast cost less to cast."
−2: Create two 1/1 colorless Thopter artifact creature tokens with flying. They gain haste until end of turn.
−4: You get an emblem with "Artifact creatures you control get +1/+1" and "Artifact spells you cast cost less to cast."
Legendary Planeswalker - Saheeli

The Reality Chip
You may look at the top card of your library any time.
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Legendary Creature Artifact - Equipment Jellyfish

Thieving Skydiver
Kicker . X can't be 0. (You may pay an additional as you cast this spell.)
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Creature - Merfolk Rogue

Trickbind
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be activated this turn. (Mana abilities can't be targeted.)
Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be activated this turn. (Mana abilities can't be targeted.)
Instant

Vivi Ornitier
: Add X mana in any combination of and/or , where X is Vivi Ornitier's power. Activate only during your turn and only once each turn.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
Legendary Creature - Wizard

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This is my solitaire deck. I simulate games in my free time. This exercise has helped me learn the lines and the weak spots. \nIn a vacuum of about 100 fishbowls, it has won as early as turn 2 and averages turns 4 or 5. Rarely, it just fizzles. If I haven't won by turn 7, I start over. This is rare.\n\nI have identified these key weaknesses in this deck: Jhoira, Breach, Divining Top, Isochron Scepter.\nSuccessfully stopping these slows the deck down, but it is very resilient.\nParadoxical Outcome is also wildly powerful and it usually generates all the gas needed for a win. Opponents should stop it immediately, but it's not a win con itself. \nIt should also be noted, in my testing so far, I have won the table every time I've resolved Gifts Ungiven. \nThe ability to get 4 different win conditions leaves opponents guessing which ones you are prepared to pull off immediately.\n\nThings to look for in the mulligan: Land, Artifact cost reduction, mana positive artifacts, Top, Breach. \n\nJhoira is a big part of this deck and aggressively keeping her off the table would be Very Bad. I imagine that keeping commanders off the board is a problem for most cEDH decks. The deck can still win without Jhoira. A combination of cost reduction and Divining Top still gives the deck a fair shot. Or it can just draw into Breach Freeze and pop off.\n\nWords of Wind should be stopped. With Jhoira and most mana positive artifacts *shakes fist at Mox Diamond,* this creates an infinite storm count and resets the board for everyone except me. \n\nBreach Freeze needs no explanation, I hope. This deck can't tutor the Breach but has ridiculous card draw. It's there because it resists interaction, only demands 2 cards, and I know the line. In my fishbowl, I consider it a win if I draw the pieces and can begin the line with enough cards in my library to mill. Zuran Orb can sac lands to generate another Breach trigger in a pinch.\n\nDivining Top + Mystic Forge into emptying the library is the easiest win. The best part is that, with artifact cost reduction, Jhoira isn't needed here, and can actually be mildly dangerous to have in play depending on the lines. As an opponent, then you'd have to stop Lab Man or Thoracle. I imagine stopping them can be difficult for opponents if I've picked up my deck and have all my counters. Picking up my deck also enables my other wincons to some extent, especially Dramatic Bobble, but not Breach Freeze. (Breach Freeze fails if I can't produce a graveyard anymore.) To avoid this, stopping the Divining Top is probably the best option.\n\nExiling the Divining Top would be an excellent way to slow this deck down. Just destroying it may not be enough, with Breach or Buried Ruin to recurse the Top, or the Intelligence/Perception Bobbles which can provide alternative churn. As an aside, Divining Top also helps the deck churn even without the Forge, though it will not empty the library without insane luck. I've used it many times to fix draws and dig deeper. \n\nIn order to maximize my chances, this deck includes a \"look over here\" type strategy. The plan is to distract the table with the following, hopefully winning on the spot or enabling me to deck myself:\n\nDramatic Scepter (Dramatic Reversal inside an Isochron Scepter) enables a unique win through infinite mana and Luck Bobblehead activations. The checklist:\nDraw engine. This will *usually* result in free artifacts at some point."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Get all 7 Bobbleheads and Dramatic Scepter"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Stop drawing"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play all 7 Bobbleheads and Dramatic Scepter. Try to include them into the draw engine if Jhoira is in play to limit over drawing. If you can't, then try for the Lab Man/Thoracle win."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Attempt to produce a win by rolling the Luck Bobblehead infinite times or producing Infinite haste creatures with Agility/Charisma."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nYou either win or get interacted with, then can proceed to another win con. Breach can also recover any countered pieces.\n\nNotes on the Bobbleheads. \nThe Agility and Charisma Bobbleheads, with Dramatic Scepter, generate a win by creating infinite haste creatures. \nIntelligence Bobblehead is expensive, but can generate draw in as pinch. That pinch might be someone interacting with the Divining Top before you've drawn the full combo. \nPerception can enable a win if you have only it and Dramatic Scepter by digging for the other Bobbles an infinite number of times. \nLuck can generate a mana positive activation sometimes.\n\nFor an opponent, stopping the Dramatic Scepter would be an excellent idea. If Dramatic Reversal is already in the Scepter and get countered, the Manifold Key can restart the engine. I am considering Voltaic Key as well. However, if the opponents who don't know the Bobbles interact with them instead, stopping just the Luck Bobble is not enough, since Agility/Charisma is a wincon. Stopping both of those is not enough since Perception can eventually find Breach and recycle everything. Stopping those three is not enough since Intelligence can draw out the deck. The best target for them is the Dramatic Scepter.\n\n12/16/24:\nI've put about a dozen games under my belt and have won a few. Once with Words of Wisdom, but other times when I demonstrated infinite mana/draw without actually doing any winning.\nI've added Walking Ballista as another wincon. At the very least, it cantrips immediately. Sometimes the cast also generates mana with Glaring Fleshmaker and Birgi.\nGlaring Fleshmaker might generate a win as well.\nI've added Wild Magic Surge as more removal and added more lands. Too many lands causes stalls. Stalls are ick. Too few lands makes mulligans a huge chore. I'm still dialing it in.\nI took out some artifact bounce spells that either don't do very much or feel really expensive when countered. Paradoxical Outcome is still the king of artifact bounce in this deck. That card is amazing.\nSurprisingly, I hated seeing Mox Diamond in my draws. With the low land/high ramp strats I'm going to sling without it for awhile and see how it goes.\nI had a cute idea to steal ramp with Dack and/or a Thieving Skydiver and it just never happens. Out they go.\n\n2/10/25:\nThe changes from the last update have added consistency. If anything, I more often draw into Words of Wind and immediately win.\nAetherdrift has come out and has introduced Repurposing Bay. I'll need to test it, but at first glance, it's an expensive Fabricate.\nThought Monitor is often Ancestral Recall.\nDefense Grid begs to be countered as letting it resolve mid pop off is usually game.\nI tweaked the mana base a little.\n\n4/24/25:\nSome tweaks here and there. Notable addition of Gifts Ungiven, Transmute Artifact, and Wipe Away. These adds have made Words of Wind wins more likely. Gifts Ungiven can grab 4 mana positive mana rocks or just full on Top/Forge or missing Breach pieces. Honestly, it's wild how many outs Gifts can find. It'll be a blast.\n\n5/15/25:\nFinal Fantasy is still in preview season, but Vivi is such a ridiculous card that it had to be added right away.\n\n7/23/25:\nMy first impression of Tezzeret Cruel Captain feels like it will just be an expensive Trinket Mage, but then I realized his first two abilities might be able to interact against Stax. Still, it's difficult to manage a resource positive interaction the turn he is played, so I imagine he's more of a solution for table that has ground to a halt and otherwise -maybe- a value play if you slam into a wall of denial when trying to pop off. I can't imagine the emblem(s) being terribly useful in cEDH but I guess you never know. I'll try him out for awhile, but he might be too niche.\n\nThe other card I'm excited about is Uthros Research Craft. Getting it to 3 charges shouldn't be too hard and then it's a massive draw engine until it gets removed.\n\n10/21/25:\nNothing from Spiderman really jumps out for this deck except maybe Electro. I think I'll pass, though, since Birgi's alternate face wins games and she produces mana positivity off of artifacts, She's just far better. The only other consideration for this go around is the idea of removing interaction to create more space for win conditions. I'm pondering it. Stopping opponent wincons seems primarily luck based and I'd rather be gambling on a \"win\" instead of a \"not lose.\" In that vein, there might be some more changes incoming. I have already swapped out Gilded Drake for Urza and have marked several more cards for potential removal. It'll at least be fun to playtest!\n\n1/21/26: Hexing Squelcher exists now. That means more counterspells being teched out. I added Last Chance and Lady Octopus, plus some cheap permanent bounce. Filter Out and Machine over Matter can create value positive self interactions while also providing answers to opponents. Win first I guess.\n\n7/30/26: Lady Octopus is a great addition and we haven't seen much in the way of table losses from removing most of the countermagic, relying on a Defense Grid or Squelcher to stop counterplay or distract from the win con. The philosophy of, \"You stopped that, but I'll just do something else,\" seems to be working. Tezzeret still enables play under heinous stax conditions. I've added Shuri to reduce artifact costs and copy while Ironheart gives everything improvise (which is just insane.) Fateful Discovery from The Hobbit lives alongside Uthros Research Craft as a third commander. I took out Vivi and the Last Stand. It's crazy that Vivi got cut but... they did. Fishbowls with this deck are winning on turns 3-5. Commander's Spellbook is detecing 43 infinite combos but I think there's more.\n\n"}]}














































































































































