62 views58 days ago
Commander
Size: 100Est cost: $180.33Salt sum: 22.99
LorenaSun
62 views58 days ago
Commander
Size: 100Est cost: $180.33Salt sum: 22.99
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Commander
Tazri, Stalwart Survivor
Each creature you control has ": Add one mana of any of this creature's colors. Spend this mana only to activate an ability of a creature. Activate only if this creature has another activated ability."
, : Mill five cards. Put all creature cards with activated abilities that aren't mana abilities from among the milled cards into your hand.
, : Mill five cards. Put all creature cards with activated abilities that aren't mana abilities from among the milled cards into your hand.
Legendary Creature - Human Warrior

Commander
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Anthem
Paladin Class
(Gain the next level as a sorcery to add its ability.)
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
Enchantment - Class

Anthem
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Copy
Echo Mage
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 2-3
2/4
, : Copy target instant or sorcery spell. You may choose new targets for the copy.
LEVEL 4+
2/5
, : Copy target instant or sorcery spell twice. You may choose new targets for the copies.
LEVEL 2-3
2/4
, : Copy target instant or sorcery spell. You may choose new targets for the copy.
LEVEL 4+
2/5
, : Copy target instant or sorcery spell twice. You may choose new targets for the copies.
Creature - Human Wizard

Copy
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Counters
Innkeeper's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Enchantment - Class

Counters
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Creature
Creature
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Draw
Bitter Work
Whenever you attack a player with one or more creatures with power 4 or greater, draw a card.
Exhaust — : Earthbend 4. Activate only during your turn. (Target land you control becomes a 0/0 creature with haste that's still a land. Put four +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped. Activate each exhaust ability only once.)
Exhaust — : Earthbend 4. Activate only during your turn. (Target land you control becomes a 0/0 creature with haste that's still a land. Put four +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped. Activate each exhaust ability only once.)
Enchantment

Domri Rade
+1: Look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand.
−2: Target creature you control fights another target creature.
−7: You get an emblem with "Creatures you control have double strike, trample, hexproof, and haste."
−2: Target creature you control fights another target creature.
−7: You get an emblem with "Creatures you control have double strike, trample, hexproof, and haste."
Legendary Planeswalker - Domri

Fisher's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of your upkeep, look at the top card of your library. You may reveal it if it's a land card. Create a 1/1 blue Fish creature token if you revealed it this way. Then draw a card.
: Level 2
If you would create a Fish token, create a 3/3 blue Shark creature token instead.
: Level 3
If you would create a Shark token, create an 8/8 blue Octopus creature token instead.
At the beginning of your upkeep, look at the top card of your library. You may reveal it if it's a land card. Create a 1/1 blue Fish creature token if you revealed it this way. Then draw a card.
: Level 2
If you would create a Fish token, create a 3/3 blue Shark creature token instead.
: Level 3
If you would create a Shark token, create an 8/8 blue Octopus creature token instead.
Enchantment - Class

Fortune Teller's Talent
(Gain the next level as a sorcery to add its ability.)
You may look at the top card of your library any time.
: Level 2
As long as you've cast a spell this turn, you may play cards from the top of your library.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
You may look at the top card of your library any time.
: Level 2
As long as you've cast a spell this turn, you may play cards from the top of your library.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
Enchantment - Class

Draw
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Evasion
Evasion
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Land
Land
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Proliferate
Proliferate
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Protection
Hedron-Field Purists
Level up (: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-4
1/4
If a source would deal damage to you or a creature you control, prevent 1 of that damage.
LEVEL 5+
2/5
If a source would deal damage to you or a creature you control, prevent 2 of that damage.
LEVEL 1-4
1/4
If a source would deal damage to you or a creature you control, prevent 1 of that damage.
LEVEL 5+
2/5
If a source would deal damage to you or a creature you control, prevent 2 of that damage.
Creature - Human Cleric

Protection
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Pump
Sephiroth, Fallen Hero
Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.)
The Reunion — , Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
The Reunion — , Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
Legendary Creature - Human Soldier Avatar

Pump
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Ramp
Agatha of the Vile Cauldron
Activated abilities of creatures you control cost less to activate, where X is Agatha's power. This effect can't reduce the mana in that cost to less than one mana.
: Other creatures you control get +1/+1 and gain trample and haste until end of turn.
: Other creatures you control get +1/+1 and gain trample and haste until end of turn.
Legendary Creature - Human Warlock

Ramp
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Recursion
Recursion
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Removal
Hunter's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
Enchantment - Class

Removal
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Tokens
Tokens
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Sideboard
Zirda, the Dawnwaker
Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, : Target creature can't block this turn.
Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, : Target creature can't block this turn.
Legendary Creature - Elemental Fox

Sideboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Based around the Level Up keyword and talking advantage of the Zirda companion. The power level is around bracket 2-3.\n\n"},{"attributes":{"bold":true},"insert":"Game Plan"},{"insert":": The strategy is basically aggro and creature ramp, but in a unique way. The level up creatures are very cheap, so you can play them early and get some early damage in while people are still setting up. As the game continues, you can start leveling up the creatures you want and match the growing power level of the table. The com, companion, proliferate, and doublers help with leveling up quickly and efficiently. You're growing mostly vertically and a bit horizontally. You win through combat damage. Use the planeswalker or "},{"attributes":{"italic":true},"insert":"Sephiroth, Fallen Hero"},{"insert":" as a finisher and the com as a pseudo-card draw for creatures.\n\n"},{"attributes":{"bold":true},"insert":"Strengths"},{"insert":": Consistency; you should always be able to have some degree of creatures on the board from very early on, and be able to maintain a reasonable power level with the rest of the table. You can also choose what you need for an initially low investment. For example, you can play a level up creature for 2 mana, but if it's not necessarily needed atm and you have other creatures to level up that would be more useful for that moment then level those creatures first then circle back. Additionally, level up creatures have some unique abilities that can lead to interesting game plans. The enchantment, "},{"attributes":{"italic":true},"insert":"High Noon"},{"insert":", also provides you an advantage, since you will be scaling your power through abilities and not casting spells; however, getting this card is up to luck and at times does work against you (if to does you more harm than good, sacrifice it). \n\n"},{"attributes":{"bold":true},"insert":"Weaknesses"},{"insert":": The land base is pretty rough, and there are not many ways to buff all creatures at once. Protection is not as prominent, which leaves your companion --the most important piece of this deck-- quite exposed. In general, removal is going to hurt since there is not too much recursion, especially for your big creatures over 3 mv. This deck's own removal, while present, isn't very strong either, and you are in danger of milling non-creature cards via your com that you do want. \n\n"},{"attributes":{"bold":true},"insert":"Notable Cards"},{"insert":": "},{"attributes":{"italic":true},"insert":"Illusionist's Bracers"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Battlemage's Bracers"},{"insert":" are very good cards to have early on-- they double any of your activated abilities, including level up! This is also useful if you want to double the cards you mill from the com's ability. Regarding other cards, "},{"attributes":{"italic":true},"insert":"Domri Rade"},{"insert":", "},{"attributes":{"italic":true},"insert":"Sephiroth, Fallen Hero"},{"insert":", and "},{"attributes":{"italic":true},"insert":"Lighthouse Chronologist"},{"insert":" are good finishers. The commander, "},{"attributes":{"italic":true},"insert":"Tazri, Stalwart Survivor"},{"insert":", isn't super vital to your game plan. While he provides nice bonuses and was needed to get access to 5 colors, Zirda (companion) will take priority over him when choosing who to keep alive; Tazri will accelerate your game when present, but your game will slow down significantly without Zirda.\n\n"},{"attributes":{"bold":true},"insert":"Budget"},{"insert":": Hovers around ~85 euros when optimized for cheap printings.\n"}]}

























































































