411
4/21/2025
Narset Enlightens the Masses - Description
Deck Size: 100
Commander
Est deck cost: $1178.60
Salt sum: 39.41
Playgroup dot gg logoPower level:
411
4/21/2025
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Commander

Qty: 1 Price: $27.99
Narset, Enlightened Exile

Creatures you control have prowess. Whenever Narset attacks, exile target noncreature, nonland card with mana value less than Narset's power from a graveyard and copy it. You may cast the copy without paying its mana cost.

Creature
Narset, Enlightened Exile (mat) 217

Commander

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Instant

Qty: 16 Price: $178.46
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 (mm2) 43
Delayed Blast Fireball

Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead. Foretell {4}{R}{R} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Instant
Delayed Blast Fireball (clb) 676
Exotic Pets

Create two 1/1 blue Fish creature tokens with "This token can't be blocked." Then for each kind of counter among creatures you control, put a counter of that kind on either of those tokens.

Instant
Exotic Pets (snc) 185
Frantic Search

Draw two cards, then discard two cards. Untap up to three lands.

Instant
Frantic Search (dmr) 285
Galadriel's Dismissal

Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)

Instant
Galadriel's Dismissal (ltc) 500
Grand Crescendo

Create X 1/1 green and white Citizen creature tokens. Creatures you control gain indestructible until end of turn.

Instant
Grand Crescendo (ncc) 16
Olórin's Searing Light

Each opponent exiles a creature with the greatest power among creatures that player controls. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Olórin's Searing Light deals damage to each opponent equal to the power of the creature they exiled.

Instant
Olórin's Searing Light (ltc) 503
Raise the Alarm

Create two 1/1 white Soldier creature tokens.

Instant
Raise the Alarm (ema) 24
Rally the Monastery

This spell costs {2} less to cast if you've cast another spell this turn. Choose one — • Create two 1/1 white Monk creature tokens with prowess. • Up to two target creatures you control each get +2/+2 until end of turn. • Destroy target creature with power 4 or greater.

Instant
Rally the Monastery (tdm) 19
Shadow Rift

Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.) Draw a card.

Instant
Shadow Rift (tmp) 86
Sink into Stupor

Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (dmr) 275
Teferi's Protection

Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.

Instant
Teferi's Protection (sld) 1691
Valakut Awakening

Instant
Valakut Awakening // Valakut Stoneforge (znr) 174Valakut Awakening // Valakut Stoneforge (znr) 174
Virtue of Loyalty

Enchantment
Virtue of Loyalty // Ardenvale Fealty (woe) 277
Will of the Mardu

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls. • Will of the Mardu deals damage to target creature equal to the number of creatures you control.

Instant
Will of the Mardu (tdc) 17

Instant

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Artifact

Qty: 7 Price: $82.43
Arcane Signet

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

Artifact
Arcane Signet (brc) 132
Azorius Signet

{1}, {T}: Add {W}{U}.

Artifact
Azorius Signet (sld) 286
Boros Signet

{1}, {T}: Add {R}{W}.

Artifact
Boros Signet (sld) 291
Cori-Steel Cutter

Equipped creature gets +1/+1 and has trample and haste. Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.) Equip {1}{R}

Artifact
Cori-Steel Cutter (tdm) 103
Fellwar Stone

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

Artifact
Fellwar Stone (sld) 708
Izzet Signet

{1}, {T}: Add {U}{R}.

Artifact
Izzet Signet (sld) 293
Sol Ring

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

Artifact
Sol Ring (brc) 160

Artifact

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Land

Qty: 34 (37 w/ MDFC)Price: $452.96
Arena of Glory

This land enters tapped unless you control a Mountain. {T}: Add {R}. {R}, {T}, Exert this land: Add {R}{R}. If that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)

Land
Arena of Glory (mh3) 215
Arid Mesa

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

Land
Arid Mesa (mh2) 436
Clifftop Retreat

This land enters tapped unless you control a Mountain or a Plains. {T}: Add {R} or {W}.

Land
Clifftop Retreat (dmr) 393
Command Tower

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

Land
Command Tower (brc) 178
Elegant Parlor

({T}: Add {R} or {W}.) 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
Elegant Parlor (mkm) 260
Exotic Orchard

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

Land
Exotic Orchard (brc) 185
Field of the Dead

This land enters tapped. {T}: Add {C}. Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.

Land
Field of the Dead (m20) 247
Flooded Strand

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

Land
Flooded Strand (ktk) 233
Floodfarm Verge

{T}: Add {W}. {T}: Add {U}. Activate only if you control a Plains or an Island.

Land
Floodfarm Verge (dsk) 259
Glacial Fortress

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

Land
Glacial Fortress (xln) 255
Hallowed Fountain

({T}: Add {W} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Hallowed Fountain (rvr) 404
Hengegate Pathway

Land
Hengegate Pathway // Mistgate Pathway (khm) 260Hengegate Pathway // Mistgate Pathway (khm) 260
Island

({T}: Add {U}.)

Land
Island (ktk) 255
Mountain

({T}: Add {R}.)

Land
Mountain (ktk) 264
Needleverge Pathway

Land
Needleverge Pathway // Pillarverge Pathway (znr) 263Needleverge Pathway // Pillarverge Pathway (znr) 263
Plains

({T}: Add {W}.)

Land
Plains (ktk) 250
Raugrin Triome

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

Land
Raugrin Triome (iko) 251
Reflecting Pool

{T}: Add one mana of any type that a land you control could produce.

Land
Reflecting Pool (tmp) 322
Riverglide Pathway

Land
Riverglide Pathway // Lavaglide Pathway (znr) 264Riverglide Pathway // Lavaglide Pathway (znr) 264
Riverpyre Verge

{T}: Add {R}. {T}: Add {U}. Activate only if you control an Island or a Mountain.

Land
Riverpyre Verge (dft) 260
Sacred Foundry

({T}: Add {R} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Sacred Foundry (rvr) 409
Scalding Tarn

{T}, 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) 439
Sea of Clouds

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

Land
Sea of Clouds (clb) 605
Spectator Seating

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

Land
Spectator Seating (cmr) 356
Steam Vents

({T}: Add {U} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Steam Vents (rvr) 412
Stormcarved Coast

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

Land
Stormcarved Coast (vow) 284
Sulfur Falls

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

Land
Sulfur Falls (lcc) 354
Sunbaked Canyon

{T}, Pay 1 life: Add {R} or {W}. {1}, {T}, Sacrifice this land: Draw a card.

Land
Sunbaked Canyon (mh1) 247
Sunbillow Verge

{T}: Add {W}. {T}: Add {R}. Activate only if you control a Mountain or a Plains.

Land
Sunbillow Verge (dft) 264
Sundown Pass

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

Land
Sundown Pass (vow) 266
Thundering Falls

({T}: Add {U} or {R}.) 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
Thundering Falls (mkm) 269
Training Center

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

Land
Training Center (cmr) 358

Land

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Creature

Qty: 13 Price: $184.73
Aurelia, the Warleader

Flying, vigilance, haste Whenever Aurelia attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.

Creature
Aurelia, the Warleader (mul) 35
Balmor, Battlemage Captain

Flying Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 and gain trample until end of turn.

Creature
Balmor, Battlemage Captain (dmu) 196
Bria, Riptide Rogue

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Other creatures you control have prowess. (If a creature has multiple instances of prowess, each triggers separately.) Whenever you cast a noncreature spell, target creature you control can't be blocked this turn.

Creature
Bria, Riptide Rogue (blb) 379
Caldera Pyremaw

Flying Whenever you cast an instant or sorcery spell, put a +1/+1 counter on this creature. Then this creature deals damage equal to its power to target opponent.

Creature
Caldera Pyremaw (tdc) 33
Dragon's Rage Channeler

Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) Delirium — As long as there are four or more card types among cards in your graveyard, this creature gets +2/+2, has flying, and attacks each combat if able.

Creature
Dragon's Rage Channeler (h2r) 9
Jace, Vryn's Prodigy

Creature
Jace, Vryn's Prodigy // Jace, Telepath Unbound (ori) 60Jace, Vryn's Prodigy // Jace, Telepath Unbound (ori) 60
Krenko, Tin Street Kingpin

Whenever Krenko attacks, put a +1/+1 counter on it, then create a number of 1/1 red Goblin creature tokens equal to Krenko's power.

Creature
Krenko, Tin Street Kingpin (pwar) 137s
Monastery Mentor

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, create a 1/1 white Monk creature token with prowess.

Creature
Monastery Mentor (pmom) 28s
Ocelot Pride

First strike, lifelink Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.

Creature
Ocelot Pride (mh3) 38
Ragavan, Nimble Pilferer

Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card. Dash {1}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)

Creature
Ragavan, Nimble Pilferer (h2r) 11
Seasoned Pyromancer

When this creature enters, discard two cards, then draw two cards. For each nonland card discarded this way, create a 1/1 red Elemental creature token. {3}{R}{R}, Exile this card from your graveyard: Create two 1/1 red Elemental creature tokens.

Creature
Seasoned Pyromancer (mh1) 145
Snapcaster Mage

Flash When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)

Creature
Snapcaster Mage (inr) 478
Stormcatch Mentor

Haste Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Instant and sorcery spells you cast cost {1} less to cast.

Creature
Stormcatch Mentor (blb) 234

Creature

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Sorcery

Qty: 21 Price: $96.97
Chandra's Ignition

Target creature you control deals damage equal to its power to each other creature and each opponent.

Sorcery
Chandra's Ignition (m3c) 209
Crash Through

Creatures you control gain trample until end of turn. (Each of those creature can deal excess combat damage to the player or planeswalker it's attacking.) Draw a card.

Sorcery
Crash Through (m21) 140
Empty the Warrens

Create two 1/1 red Goblin creature tokens. Storm (When you cast this spell, copy it for each spell cast before it this turn.)

Sorcery
Empty the Warrens (dmr) 318
Ensnared by the Mara

Each opponent faces a villainous choice — They exile cards from the top of their library until they exile a nonland card, then you may cast that card without paying its mana cost, or that player exiles the top four cards of their library and Ensnared by the Mara deals damage equal to the total mana value of those exiled cards to that player.

Sorcery
Ensnared by the Mara (who) 384
Expressive Iteration

Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.

Sorcery
Expressive Iteration (spg) 43
Faithless Looting

Draw two cards, then discard two cards. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Faithless Looting (brc) 116
Irenicus's Vile Duplication

Create a token that's a copy of target creature you control, except the token has flying and it isn't legendary.

Sorcery
Irenicus's Vile Duplication (clb) 78
Lórien Revealed

Draw three cards. Islandcycling {1} ({1}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)

Sorcery
Lórien Revealed (ltr) 60
Ponder

Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card.

Sorcery
Ponder (tsr) 315
Preordain

Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)

Sorcery
Preordain (brc) 92
Quarrel's End

As an additional cost to cast this spell, discard a card. Draw two cards and create a 1/1 white Human Soldier creature token.

Sorcery
Quarrel's End (ltr) 141
Relentless Assault

Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.

Sorcery
Relentless Assault (p02) 115
See the Truth

Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. If this spell was cast from anywhere other than your hand, put each of those cards into your hand instead.

Sorcery
See the Truth (m21) 352
Seize the Spotlight

Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.

Sorcery
Seize the Spotlight (otc) 179
Single Combat

Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.

Sorcery
Single Combat (war) 30
Song of Totentanz

Create X 1/1 black Rat creature tokens with "This token can't block." Creatures you control gain haste until end of turn.

Sorcery
Song of Totentanz (woe) 150
Sram's Expertise

Create three 1/1 colorless Servo artifact creature tokens. You may cast a spell with mana value 3 or less from your hand without paying its mana cost.

Sorcery
Sram's Expertise (aer) 24
Sundering Eruption

Sorcery
Sundering Eruption // Volcanic Fissure (mh3) 248Sundering Eruption // Volcanic Fissure (mh3) 248
Sunset Revelry

If an opponent has more life than you, you gain 4 life. If an opponent controls more creatures than you, create two 1/1 white Human creature tokens. If an opponent has more cards in hand than you, draw a card.

Sorcery
Sunset Revelry (mid) 38
Will of the Jeskai

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Each player may discard their hand and draw five cards. • Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.

Sorcery
Will of the Jeskai (tdc) 40
Windfall

Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

Sorcery
Windfall (p30a) 6

Sorcery

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Enchantment

Qty: 8 Price: $83.32
Clout of the Dominus

Enchant creature As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.) As long as enchanted creature is red, it gets +1/+1 and has haste.

Enchantment
Clout of the Dominus (eve) 99
Fable of the Mirror-Breaker

Enchantment
Fable of the Mirror-Breaker // Reflection of Kiki-Jiki (neo) 141Fable of the Mirror-Breaker // Reflection of Kiki-Jiki (neo) 141
Founding the Third Path

Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You may cast an instant or sorcery spell with mana value 1 or 2 from your hand without paying its mana cost. II — Target player mills four cards. III — Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.

Enchantment
Founding the Third Path (dmu) 50
Frostcliff Siege

As this enchantment enters, choose Jeskai or Temur. • Jeskai — Whenever one or more creatures you control deal combat damage to a player, draw a card. • Temur — Creatures you control get +1/+0 and have trample and haste.

Enchantment
Frostcliff Siege (tdm) 187
Jeskai Ascendancy

Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn. Untap those creatures. Whenever you cast a noncreature spell, you may draw a card. If you do, discard a card.

Enchantment
Jeskai Ascendancy (ktk) 180
Legion's Landing

Enchantment
Legion's Landing // Adanto, the First Fort (xln) 22Legion's Landing // Adanto, the First Fort (xln) 22
Mystic Remora

Cumulative upkeep {1} (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 {4}.

Enchantment
Mystic Remora (sld) 406
Prosperous Partnership

When this enchantment enters, create two 1/1 green and white Citizen creature tokens. Tap three untapped creatures you control: Create a Treasure token.

Enchantment
Prosperous Partnership (ncc) 178

Enchantment

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Sideboard

Qty: 12 Price: $71.74
Akroma's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Creatures you control gain flying, vigilance, and double strike until end of turn. • Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.

Instant
Akroma's Will (cmr) 3
Boros Charm

Choose one — • Boros Charm deals 4 damage to target player or planeswalker. • Permanents you control gain indestructible until end of turn. • Target creature gains double strike until end of turn.

Instant
Boros Charm (cmr) 442
Flawless Maneuver

If you control a commander, you may cast this spell without paying its mana cost. Creatures you control gain indestructible until end of turn.

Instant
Flawless Maneuver (c20) 26
Flying Crane Technique

Untap all creatures you control. They gain flying and double strike until end of turn.

Instant
Flying Crane Technique (ktk) 176
Grapeshot

Grapeshot deals 1 damage to any target. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)

Sorcery
Grapeshot (dmr) 125
Khenra Spellspear

Creature
Khenra Spellspear // Gitaxian Spellstalker (mom) 151Khenra Spellspear // Gitaxian Spellstalker (mom) 151
Kykar, Wind's Fury

Flying Whenever you cast a noncreature spell, create a 1/1 white Spirit creature token with flying. Sacrifice a Spirit: Add {R}.

Creature
Kykar, Wind's Fury (m20) 212
Lightning Bolt

Lightning Bolt deals 3 damage to any target.

Instant
Lightning Bolt (3ed) 162
Ovika, Enigma Goliath

Flying Ward—{3}, Pay 3 life. Whenever you cast a noncreature spell, create X 1/1 red Phyrexian Goblin creature tokens, where X is the mana value of that spell. They gain haste until end of turn.

Creature
Ovika, Enigma Goliath (one) 213
Slayers' Stronghold

{T}: Add {C}. {R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn.

Land
Slayers' Stronghold (cmr) 494
Sokenzan, Crucible of Defiance

{T}: Add {R}. Channel — {3}{R}, Discard this card: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs {1} less to activate for each legendary creature you control.

Land
Sokenzan, Crucible of Defiance (neo) 276
Urabrask

Creature
Urabrask // The Great Work (mom) 169Urabrask // The Great Work (mom) 169

Sideboard

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Maybeboard

Qty: 4 Price: $3.06
Consider

Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Draw a card.

Instant
Consider (woc) 87
Distortion Strike

Target creature gets +1/+0 until end of turn and can't be blocked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

Sorcery
Distortion Strike (ima) 52
Fiery Confluence

Choose three. You may choose the same mode more than once. • Fiery Confluence deals 1 damage to each creature. • Fiery Confluence deals 2 damage to each opponent. • Destroy target artifact.

Sorcery
Fiery Confluence (c15) 26
Occult Epiphany

Draw X cards, then discard X cards. Create a 1/1 white Spirit creature token with flying for each card type among cards discarded this way.

Instant
Occult Epiphany (voc) 14

Maybeboard

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Tokens & Extras

Qty: 39 Price: $37.10
Cat

Creature Token
Cat (tmh3) 4
Citizen

Creature Token
Citizen (tsnc) 12
City's Blessing

Card
City's Blessing (tblc) 40
Copy

(This token can be used to represent a token that's a copy of a permanent.)

Token
Copy (tclb) 19
Elemental

Creature Token
Elemental (t2x2) 13
Fish

This creature can't be blocked.

Creature Token
Fish (tsnc) 4
Goblin

Creature Token
Goblin (ttdm) 12
Goblin Shaman

Whenever this creature attacks, create a Treasure token.

Creature Token
Goblin Shaman (tneo) 8
Human

Creature Token
Human (teld) 2
Human Soldier

Creature Token
Human Soldier (tiko) 3
Knight

Vigilance

Creature Token
Knight (t2x2) 5
Monk

Prowess

Creature Token
Monk (t2x2) 6
Rat

This token can't block.

Creature Token
Rat (twoe) 7
Servo

Creature Artifact Token
Servo (t2xm) 25
Soldier

Creature Token
Soldier (ttdm) 4
Treasure

{T}, Sacrifice this token: Add one mana of any color.

Artifact Token
Treasure (tm20) 10
Vampire

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Creature Token
Vampire (t2x2) 9
Warrior

Creature Token
Warrior (ttdm) 13
Zombie

Creature Token
Zombie (totc) 10

Tokens & Extras

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Deck Info

Deck stats

26 pips - 20 cards
25 mana - 25 cards
27 pips - 23 cards
23 mana - 23 cards
0 pips - 0 cards
0 mana - 6 cards
38 pips - 31 cards
31 mana - 29 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
3 mana - 2 cards
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Description

{"ops":[{"insert":"Narset Enlightens the Masses"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"italic":true},"insert":"A strong bracket-two deck. "},{"insert":"\n\nCards like "},{"insert":{"card-link":"Monastery Mentor"}},{"insert":", "},{"insert":{"card-link":"Krenko, Tin Street Kingpin"}},{"insert":", and "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" create a consistent stream of tokens. Meanwhile, spells like "},{"insert":{"card-link":"Quarrel's End"}},{"insert":", "},{"insert":{"card-link":"Prosperous Partnership"}},{"insert":", and "},{"insert":{"card-link":"Sram's Expertise"}},{"insert":" trigger prowess, create creature tokens, and have other additional upsides. In fact, 25% of the cards in this deck create token creatures. Many, but not all, of the draw spells also force discard. This allows you to dig for cheap spells to trigger prowess while binning expensive non-creature spells to flashback with Narset. Ramp is present in the form of treasures and signets, but there are some other ramp effects such as, "},{"insert":{"card-link":"Legion's Landing // Adanto, the First Fort"}},{"insert":", "},{"insert":{"card-link":"Stormcatch Mentor"}},{"insert":", and "},{"insert":{"card-link":"Seize the Spotlight"}},{"insert":". The remaining spells provide extraordinary value, like "},{"insert":{"card-link":"Ensnared by the Mara"}},{"insert":", "},{"insert":{"card-link":"Cryptic Command"}},{"insert":", and "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":". This deck ends up being quite resistant to removal. "},{"insert":{"card-link":"Balmor, Battlemage Captain"}},{"insert":", "},{"insert":{"card-link":"Jeskai Ascendancy"}},{"insert":", "},{"insert":{"card-link":"Bria, Riptide Rogue"}},{"insert":", and to a lesser extent "},{"insert":{"card-link":"Elsha, Threefold Master"}},{"insert":" all provide redundancy for our commander. For additional redundancy of Narset's ability and general card advantage, there is also a suite, that allows you to cast spells from your graveyard, including: "},{"insert":{"card-link":"Snapcaster Mage"}},{"insert":", "},{"insert":{"card-link":"Founding the Third Path"}},{"insert":", "},{"insert":{"card-link":"Jace, Vryn's Prodigy // Jace, Telepath Unbound"}},{"insert":". This deck is built on the loop of casting two cheap spells while Narset is in play, getting her to five power. From there she can attack and flashback one of the many powerful 4-mana spells in the deck. Such as, "},{"insert":{"card-link":"Empty the Warrens"}},{"insert":", "},{"insert":{"card-link":"Olórin's Searing Light"}},{"insert":", or "},{"insert":{"card-link":"Relentless Assault"}},{"insert":" to name a few. The many draw, discard effects in this deck ensure the cheap spells are in your hand and the pricey ones are in the grave. This an consistent, easy, and powerful play that transitions from the mid-game to the late-game nicely. \n\nExclusions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"What about "},{"insert":{"card-link":"Thousand-Year Storm"}},{"insert":" or "},{"insert":{"card-link":"Arcane Bombardment"}},{"insert":"?! They're good cards, they win games, but I don't think they're fun and the math gets very annoying.\n\nInclusions"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Artifacts"},{"insert":"\n"},{"insert":{"card-link":"Sol Ring"}},{"insert":" - Dislike this card, but is a necessary auto-include. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Arcane Signet"}},{"insert":" - Taps for jeskai right away. Perfect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Azorius Signet"}},{"insert":" - I have gone back-and-forth on the signets and talismans, at one point including both. I've settled on the signets because early the this deck's early color intensity. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Boros Signet"}},{"insert":" - See Azorius Signet."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Cori-Steel Cutter"}},{"insert":" - "},{"attributes":{"color":"#0066cc"},"insert":"New addition - testing."},{"insert":" Off the bat it seems good enough by making strong tokens most turns and giving trample haste."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fellwar Stone"}},{"insert":" - Usually a second copy of Arcane Signet."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Izzet Signet"}},{"insert":" - See Azorius Signet. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Creatures"},{"insert":"\n"},{"insert":{"card-link":"Dragon's Rage Channeler"}},{"insert":" - An early source of card advantage that fills our grave with potential spells to flashback. Later in the game it turns into a slightly evasive beater. Proves to be a little-engine that makes the deck churn. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ocelot Pride"}},{"insert":" - Prowess and first stike makes Ocelot Pride a formidable attacker that doesn't have to rely on other life-gaining effects. Also Ocelot Pride is extremely flexible. After storming off and making a bunch of tokens, doubling the board is beautiful. But, at its floor, making a 1/1 or two is all it needs to do to deliver on the mana investment."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ragavan, Nimble Pilferer"}},{"insert":" - He ramps to a turn three Narset and randomly spikes some powerful cards from your opponents. Prowess keeps him attacking, ramping, and stealing late into the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Balmor, Battlemage Captain"}},{"insert":" - Really good replacement or complement to Narset. Trample is one of the best keywords for pushing a wide board of medium sized creatures through for damage. The sudo-prowess effect is also good enough to win games on it's own."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" "},{"insert":{"card-link":"Jace, Vryn's Prodigy // Jace, Telepath Unbound"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Snapcaster Mage"}},{"insert":" - Good for all the same reasons it is good in other formats, especially in the later parts of the game. Access to cards in the graveyard is super useful for triggering prowess in a pinch and allows you to double cast impactful spells. Similar to "},{"insert":{"card-link":"Seasoned Pyromancer"}},{"insert":", the otherwise vanilla body holds this card back in EDH, but with Narset in play Snapcaster Mage is more like a 5/4."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Stormcatch Mentor"}},{"insert":" - Power-crept "},{"insert":{"card-link":"Goblin Electromancer"}},{"insert":". I have found this deck doesn't need redundancy of this effect. Haste and prowess make Stormcatch Mentor a decently powerful late-game draw that Electromancer can never be."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Krenko, Tin Street Kingpin"}},{"insert":" - An all-in-one army. Not only does he naturally get bigger, but with prowess you can easily make 10+ goblins in one swing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Monastery Mentor"}},{"insert":" - A repeatable, high-quaility token maker. The monks he makes easily become 7/7s with Narset in play. He rewards you for playing the game plan."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Seasoned Pyromancer"}},{"insert":" - "},{"attributes":{"color":"#ffffff"},"insert":"Making three bodies and filtering two cards for three mana is already good, and the option to exile him from the graveyard later is very relevant. In short, Seasoned Pyromancer does everything Narset wants except trigger prowess. I am not sure why this card isn't played more in EDH, maybe because of the vanilla bodies, but Narset granting prowess to five creatures from one spell pushes it over the edge."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Bria, Riptide Rogue"}},{"attributes":{"color":"#ffffff"},"insert":" - In my opinion, this is a worse version of Narset. The card advantage Narset provides is more important than evasion. That said, prowess stacks and evasion is powerful. In many situations, from being ahead on board to when Narset is starting to cost upwards of eight mana, this is a welcome draw."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Caldera Pyremaw"}},{"insert":" - "},{"attributes":{"color":"#0066cc"},"insert":"New addition - testing."},{"insert":" I am a little skeptical. Five mana is a lot, especially for something that doesn't trigger prowess. That said the upside of this card staying on board is enormous. For instance, if you cast Pyremaw and attack with Narset to flashback a card, Pyremaw will deal 5 damage to an opponent. The damage just goes up from there."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Aurelia, the Warleader"}},{"insert":" - I just really like this card. It works well in this deck with the wide board of decently sized creatures we are aiming to create. It also triggers Narset again when you attack for the second time, so the second swing is bigger than the first."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Enchantments"},{"insert":"\n"},{"insert":{"card-link":"Clout of the Dominus"}},{"insert":" - Super cheap and efficient way to haste and protect any creature. Works really well if you hold off casting Narset until you have an extra mana. Cast Narset and enchant her, she can immediately attack as a 6/7 and flashbacks back an impactful four-mana spell this deck is built around. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Legion's Landing // Adanto, the First Fort"}},{"insert":" - "},{"attributes":{"color":"#e60000"},"insert":"Borderline - potential cut."},{"insert":" The token, mana-cost, prowess trigger, and eventual land are all nice, but it doesn't scale well into the late game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mystic Remora"}},{"insert":" - Classic EDH card draw that stick around for a turn or two. When timed well this can easily draw four or more cards and a cheap spell to trigger prowess."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Founding the Third Path"}},{"insert":" - Read ahead allows this card to be extremely flexible. The first chapter, acting as a mini "},{"insert":{"card-link":"Sram's Expertise"}},{"insert":", and the third as a "},{"insert":{"card-link":"Snapcaster Mage"}},{"insert":" that triggers prowess are the two most impactful. But, the mill of the second chapter is welcome as well."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fable of the Mirror-Breaker // Reflection of Kiki-Jiki"}},{"insert":" - Triggers prowess, makes a token that ramps us, and filters two cards. Prowess keeps the goblin relevant and making treasures. The only issue is there aren't many impactful non-legends to copy, but prowess means the Reflection of Kiki-Jiki can get into the red zone."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Frostcliff Siege"}},{"insert":" - Trample, haste, a point of power, and triggers prowess—exactly what this deck needs to push damage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Jeskai Ascendancy"}},{"insert":" - Triggers prowess and grants sudo-prowess. With Jeskai Ascendancy in play you don't really even need to cast Narset. The optional loot synergizes with the game plan of purposefully binning some of the more expensive spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Prosperous Partnership"}},{"insert":" - At the floor this is two tokens and a prowess trigger. But, nearly every time I cast this spell it refunds itself within a turn or two. It's also quite flexible. Be it squeezing some final value in the face of a wrath, making a treasure or two with your random creatures on an end step, or tapping your whole board to ramp for a big storm turn. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Virtue of Loyalty // Ardenvale Fealty"}},{"insert":" - Another card I am on the fence about. The instant makes a decent token and the enchantment can be a solid late-game buff. However, casting the instant exiles the enchantment instead of putting it into the grave to flashback later. This makes it hard to get the full value and can be clunky at times."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Instants"},{"insert":"\n"},{"insert":{"card-link":"Shadow Rift"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Cryptic Command"}},{"insert":" - Very flexible. Most often I find myself flashing it back to tap my opponents out and draw a card. But is useful in many situations beyond that one."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Delayed Blast Fireball"}},{"insert":" - This card just wins games. Cast it from your hand and flash it back with Narset to deal seven damage to everything."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Exotic Pets"}},{"insert":" - Creates two unblock-able tokens at a reasonable cost. Prowess makes these tokens threatening quickly. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Frantic Search"}},{"insert":" - "},{"attributes":{"color":"#e60000"},"insert":"Borderline - potential cut. "},{"insert":"Hypothetically it is good to flash back with Narset allowing you to cheat on mana and is neutral on cards. In practice though it is far from my first flashback choice. There are also not very many instants in this deck that can take advantage of the untapped lands during combat for extra prowess triggers. The draw/discard is nice, and it being a free to mana-positive spell is also nice."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Galadriel's Dismissal"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Grand Crescendo"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Olórin's Searing Light"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Raise the Alarm"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Rally the Monastery"}},{"insert":" - "},{"attributes":{"color":"#0066cc"},"insert":"New addition - testing. "},{"attributes":{"color":"#ffffff"},"insert":"This card seems alight. It makes strong tokens and has some other strong flexible options. Unfortunately, the \"requirement\" to not be the first spell you cast each turn has proven to be awkward at times and forces non-optimal sequences."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Valakut Awakening // Valakut Stoneforge"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Will of the Mardu"}},{"insert":" - "},{"attributes":{"color":"#0066cc"},"insert":"New addition - testing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Lands"},{"insert":"\n"},{"insert":{"card-link":"Arena of Glory"}},{"insert":" - I find this card gets better later in the game. For instance, granting Narset haste on turn four doesn't usually work the best. Later in the game, randomly giving two creatures haste is quite good. It comes in tapped more than I would like."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Field of the Dead"}},{"insert":" - Sits in play and passively makes tokens most turns. Very hand to interact with. There aren't too many ways of abusing this, fetch lands and "},{"insert":{"card-link":"Legion's Landing // Adanto, the First Fort"}},{"insert":" are the main ones."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Sorceries"},{"insert":"\n"},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" - This card wins games. It's especially good to flashback with Narset, dealing 8-12 damage to everything and everyone, and clearing the way for your attacker(s). Leaving Narset alive is often backbreaking for opponents because we can build a board of 1/1s again faster than our opponents can bounce back."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Crash Through"}},{"insert":" - Simple and powerful. It's cheap, triggers prowess, cantrips, and lets you push damage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Empty the Warrens"}},{"insert":" - I usually end up casting this with Narset's ability and end up making 8-12 goblins. It's a little expensive and close to replacement tier, but it's fun and makes a sizable board quickly."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ensnared by the Mara"}},{"insert":" - Oddly enough people usually pick the Etali trigger, in which case you might get some extra prowess triggers and some free good cards. Otherwise, your opponent probably gets burned for 12ish. This card does so much for four mana and is always good to cast."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Expressive Iteration"}},{"insert":" - "},{"attributes":{"color":"#e60000"},"insert":"Borderline - potential cut. "},{"insert":"It effectively gets you two cards for two mana, but doesn't synergize much with the deck beyond Iteration's raw power."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Faithless Looting"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Lórien Revealed"}},{"insert":" - Ends up being a surprisingly flexible card. Early in the game cycle it to fix your mana. It then conveniently goes to the graveyard to be flashed back later with Narset. Or, later in the game it can be okay just to cast from hand. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ponder"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Preordain"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Quarrel's End"}},{"insert":" - A super secret banger. Does everything this deck is trying to do in one spell. It draws two cards, ideally bins a larger spell or useless card, makes a token, and trigger prowess. I am always happy to draw this card."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Relentless Assault"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"See the Truth"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Seize the Spotlight"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Single Combat"}},{"insert":" - Very similar to "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":". Leaving Narset in play and being able to refill the board with tokens from instants, sorceries, and enchantments makes this often very one-sided. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Song of Totentanz"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sram's Expertise"}},{"insert":" -"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sundering Eruption // Volcanic Fissure"}},{"insert":" - Having outs to powerful lands like "},{"insert":{"card-link":"Glacial Chasm"}},{"insert":", "},{"insert":{"card-link":"Maze's End"}},{"insert":", and "},{"insert":{"card-link":"Cabal Coffers"}},{"insert":" is important. Sundering Eruption has a very low opportunity cost to play, grants some evasion, and works nicely with "},{"insert":{"card-link":"Field of the Dead"}},{"insert":"—another land you should destroy if you have the chance. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Sunset Revelry"}},{"insert":" - "},{"attributes":{"color":"#e60000"},"insert":"Borderline - potential cut."},{"insert":" It works amazingly well from behind, by drawing a card, and making two bodies for two mana. However, this deck wants to be ahead on board, so we sometimes can't make the tokens, which is what we want to do the most. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Will of the Jeskai"}},{"insert":" - "},{"attributes":{"color":"#0066cc"},"insert":"New addition - testing."},{"insert":" A wheel that sends your old hand to the bin mixed with a "},{"insert":{"card-link":"Past in Flames"}},{"insert":" doesn't seem like it can be bad. Does a lot of what this deck wants to do to succeed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Windfall"}},{"insert":" - "},{"attributes":{"list":"bullet"},"insert":"\n"}]}
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