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Size: 100Est cost: $1538.38
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Commander
Commander
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01.2 LANDS-Dual
01.2 LANDS-Dual
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01.3 LANDS-Fetch
01.3 LANDS-Fetch
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01.4 LANDS-Gold
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

01.4 LANDS-Gold
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01.5 LANDS-Utility
01.5 LANDS-Utility
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01.6 RAMP - Dorks & Fetch & Other
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

01.6 RAMP - Dorks & Fetch & Other
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01.7 RAMP - Rocks
01.7 RAMP - Rocks
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02.1 General Recursion
Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

02.1 General Recursion
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02.2 Pillowfort Keys
02.2 Pillowfort Keys
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02.3 Targeted Removal Spells
02.3 Targeted Removal Spells
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02.4 Countermagic
02.4 Countermagic
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02.5 Value - Card Advantage
Thassa, God of the Sea
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
Legendary Creature Enchantment - God

02.5 Value - Card Advantage
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02.6 Threats and Keys
02.6 Threats and Keys
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02.7 Value - Kefka Interactions
Sakashima the Impostor
You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has ": Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."
Legendary Creature - Human Rogue

Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

02.7 Value - Kefka Interactions
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02.8 Tutors
02.8 Tutors
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02.9 Sweepers
02.9 Sweepers
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03.1 Isochron/Reversal Win
03.1 Isochron/Reversal Win
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03.2 Kefka Transform Win
03.2 Kefka Transform Win
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Deck Info
Deck stats
Card NameQtyOdds
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