2.8k
3/17/2025
island? more like WAS land! muahahaha
Deck Size: 100
Commander
Legal
Est deck cost: $8684.46
Salt sum: 82.46
2.8k
3/17/2025
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Commander

Qty: 1 Price: $4.49
Taniwha

Trample Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) At the beginning of your upkeep, all lands you control phase out. (They phase in before you untap during your next untap step.)

Creature
Taniwha (mir) 95

Commander

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Instant

Qty: 9 Price: $758.21
Cyclonic Rift

Return target nonland permanent you don't control to its owner's hand. Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Instant
Cyclonic Rift (rtr) 35
Daze

You may return an Island you control to its owner's hand rather than pay this spell's mana cost. Counter target spell unless its controller pays {1}.

Instant
Daze (nem) 30
Evacuation

Return all creatures to their owners' hands.

Instant
Evacuation (sth) 30
Fierce Guardianship

If you control a commander, you may cast this spell without paying its mana cost. Counter target noncreature spell.

Instant
Fierce Guardianship (cmm) 489
Force of Will

You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost. Counter target spell.

Instant
Force of Will (all) 28
Frantic Search

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

Instant
Frantic Search (ulg) 32
Gush

You may return two Islands you control to their owner's hand rather than pay this spell's mana cost. Draw two cards.

Instant
Gush (mmq) 82
Mana Drain

Counter target spell. At the beginning of your next main phase, add an amount of {C} equal to that spell's mana value.

Instant
Mana Drain (cmr) 80
Muddle the Mixture

Counter target instant or sorcery spell. Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)

Instant
Muddle the Mixture (rav) 60

Instant

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bouncer

Qty: 4 Price: $386.96
Chain of Vapor

Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land of their choice. If the player does, they may copy this spell and may choose a new target for that copy.

Instant
Chain of Vapor (ons) 73
Desynchronization

Return each nonland permanent that's not historic to its owner's hand. (Artifacts, legendaries, and Sagas are historic.)

Instant
Desynchronization (acr) 189
Displacer Kitten

Avoidance — Whenever you cast a noncreature spell, exile up to one target nonland permanent you control, then return that card to the battlefield under its owner's control.

Creature
Displacer Kitten (clb) 560
Paradoxical Outcome

Return any number of target nonland, nontoken permanents you control to their owners' hands. Draw a card for each card returned to your hand this way.

Instant
Paradoxical Outcome (tsr) 314

bouncer

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stifles

Qty: 4 Price: $375.46
Consign to Memory

Replicate {1} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Counter target triggered ability or colorless spell.

Instant
Consign to Memory (mh3) 54
Dress Down

Flash When this enchantment enters, draw a card. Creatures lose all abilities. At the beginning of the end step, sacrifice this enchantment.

Enchantment
Dress Down (h2r) 4
Stifle

Counter target activated or triggered ability. (Mana abilities can't be targeted.)

Instant
Stifle (scg) 52
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.)

Instant
Trickbind (tsp) 88

stifles

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Artifact

Qty: 4 Price: $83.96
Lavaspur Boots

Equipped creature gets +1/+0 and has haste and ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) Equip {1}

Artifact
Lavaspur Boots (otj) 243
Manifold Key

{1}, {T}: Untap another target artifact. {3}, {T}: Target creature can't be blocked this turn.

Artifact
Manifold Key (m20) 230
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. {T}: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.

Artifact
The One Ring (ltr) 451
Voltaic Key

{1}, {T}: Untap target artifact.

Artifact
Voltaic Key (usg) 314

Artifact

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Land

Qty: 33 Price: $4574.17
Academy Ruins

{T}: Add {C}. {1}{U}, {T}: Put target artifact card from your graveyard on top of your library.

Land
Academy Ruins (tsp) 269
Ancient Tomb

{T}: Add {C}{C}. This land deals 2 damage to you.

Land
Ancient Tomb (tmp) 315
Drownyard Temple

{T}: Add {C}. {3}: Return this card from your graveyard to the battlefield tapped.

Land
Drownyard Temple (psoi) 271s
Minamo, School at Water's Edge

{T}: Add {U}. {U}, {T}: Untap target legendary permanent.

Land
Minamo, School at Water's Edge (chk) 279
Otawara, Soaring City

{T}: Add {U}. Channel — {3}{U}, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs {1} less to activate for each legendary creature you control.

Land
Otawara, Soaring City (neo) 271
Rivendell

Rivendell enters tapped unless you control a legendary creature. {T}: Add {U}. {1}{U}, {T}: Scry 2. Activate only if you control a legendary creature.

Land
Rivendell (ltr) 344
Rogue's Passage

{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Land
Rogue's Passage (pw24) 10
Sink into Stupor

Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Snow-Covered Island

({T}: Add {U}.)

Land
Snow-Covered Island (ice) 371
Thawing Glaciers

This land enters tapped. {1}, {T}: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Return this land to its owner's hand at the beginning of the next cleanup step.

Land
Thawing Glaciers (all) 144
The Tabernacle at Pendrell Vale

All creatures have "At the beginning of your upkeep, destroy this creature unless you pay {1}."

Land
The Tabernacle at Pendrell Vale (leg) 307
Urza's Cave

{T}: Add {C}. {3}, {T}, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.

Land
Urza's Cave (mh3) 234
Urza's Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga gains "{T}: Add {C}." II — This Saga gains "{2}, {T}: 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 {0} or {1}, put it onto the battlefield, then shuffle.

Land Enchantment
Urza's Saga (mh2) 259

Land

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land_disruption

Qty: 7 Price: $260.43
Back to Basics

Nonbasic lands don't untap during their controllers' untap steps.

Enchantment
Back to Basics (usg) 62
Harbinger of the Seas

Nonbasic lands are Islands.

Creature
Harbinger of the Seas (pmh3) 63s
Land Equilibrium

If an opponent who controls at least as many lands as you do would put a land onto the battlefield, that player instead puts that land onto the battlefield then sacrifices a land of their choice.

Enchantment
Land Equilibrium (leg) 64
Mana Vortex

When you cast this spell, counter it unless you sacrifice a land. At the beginning of each player's upkeep, that player sacrifices a land of their choice. When there are no lands on the battlefield, sacrifice this enchantment.

Enchantment
Mana Vortex (drk) 31
Overburden

Whenever a player puts a nontoken creature onto the battlefield, that player returns a land they control to its owner's hand.

Enchantment
Overburden (pcy) 39
Sunder

Return all lands to their owners' hands.

Instant
Sunder (usg) 101
Ward of Bones

Each opponent who controls more creatures than you can't cast creature spells. The same is true for artifacts and enchantments. Each opponent who controls more lands than you can't play lands.

Artifact
Ward of Bones (eve) 174

land_disruption

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tap_deez

Qty: 2 Price: $37.99
Static Orb

As long as this artifact is untapped, players can't untap more than two permanents during their untap steps.

Artifact
Static Orb (7ed) 319★
Storage Matrix

As long as this artifact is untapped, each player chooses artifact, creature, or land during their untap step. That player can untap only permanents of the chosen type this step.

Artifact
Storage Matrix (uds) 138

tap_deez

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Creature

Qty: 4 Price: $38.96
Etherium Sculptor

Artifact spells you cast cost {1} less to cast.

Creature Artifact
Etherium Sculptor (ala) 42
Silent Arbiter

No more than one creature can attack each combat. No more than one creature can block each combat.

Creature Artifact
Silent Arbiter (5dn) 150
Spellskite

{U/P}: Change a target of target spell or ability to this creature. ({U/P} can be paid with either {U} or 2 life.)

Creature Artifact
Spellskite (nph) 159
Valley Floodcaller

Flash You may cast noncreature spells as though they had flash. Whenever you cast a noncreature spell, Birds, Frogs, Otters, and Rats you control get +1/+1 until end of turn. Untap them.

Creature
Valley Floodcaller (pblb) 79s

Creature

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Sorcery

Qty: 1 Price: $13.99
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) 511

Sorcery

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phaser

Qty: 5 Price: $27.15
March of Swirling Mist

As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs {2} less to cast for each card exiled this way. Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)

Instant
March of Swirling Mist (neo) 61
Reality Ripple

Target artifact, creature, or land phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)

Instant
Reality Ripple (mir) 87
Slip Out the Back

Put a +1/+1 counter on target creature. It phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)

Instant
Slip Out the Back (snc) 62
Talon Gates of Madara

When this land enters, up to one target creature phases out. {T}: Add {C}. {1}, {T}: Add one mana of any color. {4}: Put this card from your hand onto the battlefield.

Land
Talon Gates of Madara (m3c) 134
Teferi's Veil

Whenever a creature you control attacks, it phases out at end of combat. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)

Enchantment
Teferi's Veil (wth) 53

phaser

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tapper

Qty: 4 Price: $70.46
Laser Screwdriver

{T}: Add one mana of any color. {1}, {T}: Tap target artifact. {2}, {T}: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) {3}, {T}: Goad target creature. (Until your next turn, it attacks each combat if able and attacks a player other than you if able.)

Artifact
Laser Screwdriver (who) 178
Mind Over Matter

Discard a card: You may tap or untap target artifact, creature, or land.

Enchantment
Mind Over Matter (exo) 40
Moonsnare Prototype

{T}, Tap an untapped artifact or creature you control: Add {C}. Channel — {4}{U}, Discard this card: The owner of target nonland permanent puts it on their choice of the top or bottom of their library.

Artifact
Moonsnare Prototype (neo) 69
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 {U}. {5}: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.

Creature
Urza, Lord High Artificer (h1r) 11

tapper

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Enchantment

Qty: 5 Price: $94.45
Dream Tides

Creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped nongreen creatures they control and pay {2} for each creature chosen this way. If the player does, untap those creatures.

Enchantment
Dream Tides (vis) 31
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 (ice) 87
Pendrell Mists

All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay {1}."

Enchantment
Pendrell Mists (wth) 47
Propaganda

Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.

Enchantment
Propaganda (tmp) 80
Rhystic Study

Whenever an opponent casts a spell, you may draw a card unless that player pays {1}.

Enchantment
Rhystic Study (pcy) 45

Enchantment

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bounce_deez

Qty: 3 Price: $220.97
Parallax Tide

Fading 5 (This enchantment enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Remove a fade counter from this enchantment: Exile target land. When this enchantment leaves the battlefield, each player returns to the battlefield all cards they own exiled with it.

Enchantment
Parallax Tide (nem) 37
Reality Acid

Enchant permanent Vanishing 3 (This Aura enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this Aura leaves the battlefield, enchanted permanent's controller sacrifices it.

Enchantment
Reality Acid (plc) 45
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 (mm3) 50

bounce_deez

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ramp / rox

Qty: 14 Price: $1719.66
Arcane Signet

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

Artifact
Arcane Signet (p30m) 1F★
Chrome Mox

Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand. {T}: Add one mana of any of the exiled card's colors.

Artifact
Chrome Mox (mrd) 152
Coveted Jewel

When this artifact enters, draw three cards. {T}: Add three mana of any one color. Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it.

Artifact
Coveted Jewel (m3c) 287
Grim Monolith

This artifact doesn't untap during your untap step. {T}: Add {C}{C}{C}. {4}: Untap this artifact.

Artifact
Grim Monolith (ulg) 126
Jeweled Amulet

{1}, {T}: Put a charge counter on this artifact. Note the type of mana spent to pay this activation cost. Activate only if there are no charge counters on this artifact. {T}, Remove a charge counter from this artifact: Add one mana of this artifact's last noted type.

Artifact
Jeweled Amulet (ice) 326
Lotus Petal

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

Artifact
Lotus Petal (tmp) 294
Mana Vault

This artifact doesn't untap during your untap step. At the beginning of your upkeep, you may pay {4}. If you do, untap this artifact. At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you. {T}: Add {C}{C}{C}.

Artifact
Mana Vault (3ed) 263
Misleading Signpost

Flash When this artifact enters during the declare attackers step, you may reselect which player or permanent target attacking creature is attacking. (It can't attack its controller or their permanents.) {T}: Add {U}.

Artifact
Misleading Signpost (woc) 11
Mox Diamond

If this artifact would enter, you may discard a land card instead. If you do, put this artifact onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add one mana of any color.

Artifact
Mox Diamond (sth) 138
Mox Opal

Metalcraft — {T}: Add one mana of any color. Activate only if you control three or more artifacts.

Artifact
Mox Opal (2xm) 275
Phyrexian Metamorph

({U/P} can be paid with either {U} or 2 life.) You may have this creature enter as a copy of any artifact or creature on the battlefield, except it's an artifact in addition to its other types.

Creature Artifact
Phyrexian Metamorph (mkc) 116
Sol Ring

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

Artifact
Sol Ring (c21) 263
Surveyor's Scope

{T}, Exile this artifact: Search your library for up to X basic land cards, where X is the number of players who control at least two more lands than you. Put those cards onto the battlefield, then shuffle.

Artifact
Surveyor's Scope (c13) 262
Thada Adel, Acquisitor

Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever Thada Adel deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.

Creature
Thada Adel, Acquisitor (wwk) 40

ramp / rox

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Maybeboard

Qty: 13 Price: $108.97
Clock of Omens

Tap two untapped artifacts you control: Untap target artifact.

Artifact
Clock of Omens (5dn) 110
Emergence Zone

{T}: Add {C}. {1}, {T}, Sacrifice this land: You may cast spells this turn as though they had flash.

Land
Emergence Zone (war) 245
Frozen Aether

Artifacts, creatures, and lands your opponents control enter tapped.

Enchantment
Frozen Aether (plc) 54
Get Out

Choose one — • Counter target creature or enchantment spell. • Return one or two target creatures and/or enchantments you own to your hand.

Instant
Get Out (dsk) 60
Insight

Whenever an opponent casts a green spell, you draw a card.

Enchantment
Insight (tmp) 68
Isochron Scepter

Imprint — When this artifact enters, you may exile an instant card with mana value 2 or less from your hand. {2}, {T}: You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.

Artifact
Isochron Scepter (mrd) 188
Network Terminal

{T}: Add one mana of any color. {1}, {T}, Tap another untapped artifact you control: Draw a card, then discard a card.

Artifact
Network Terminal (neo) 251
Snow-Covered Island

({T}: Add {U}.)

Land
Snow-Covered Island (ice) 371
Sway of the Stars

Each player shuffles their hand, graveyard, and all permanents they own into their library, then draws seven cards. Each player's life total becomes 7.

Sorcery
Sway of the Stars (bok) 54
Tangle Wire

Fading 4 (This artifact enters with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) At the beginning of each player's upkeep, that player taps an untapped artifact, creature, or land they control for each fade counter on this artifact.

Artifact
Tangle Wire (nem) 139
Thought Vessel

You have no maximum hand size. {T}: Add {C}.

Artifact
Thought Vessel (plg22) 2
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
You Come to a River

Choose one — • Fight the Current — Return target nonland permanent to its owner's hand. • Find a Crossing — Target creature gets +1/+0 until end of turn and can't be blocked this turn.

Instant
You Come to a River (afr) 83

Maybeboard

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Tokens & Extras

Qty: 5 Price: $17.15
Construct

This creature gets +1/+1 for each artifact you control.

Creature Artifact Token
Construct (tdom) 14
Mise

Choose a nonland card name, then reveal the top card of your library. If that card has the chosen name, you draw three cards.

Instant
Mise (unh) 38

Tokens & Extras

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 9 cards
65 pips - 46 cards
38 mana - 36 cards
0 pips - 0 cards
0 mana - 9 cards
0 pips - 0 cards
0 mana - 9 cards
0 pips - 0 cards
0 mana - 9 cards
0 pips - 0 cards
18 mana - 12 cards
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Description

{"ops":[{"insert":"this is my attempt at an optimized Taniwha list.\nthe primary goal of the deck is to turn Taniwha's drawback of phasing out our lands into a way of disadvantaging our opponents.\nif we can get our lands to phase out every turn, suddenly our stax pieces go from fair and symmetrical, to forming a complete lock on our opponent's resources.\n\nno strategy is off-limits. salt-score is a byproduct of greatness.\nenjoy.\n\n"},{"attributes":{"underline":true},"insert":"Phasing:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"before we start, I feel compelled to explain phasing, as it is a core mechanic of the deck.\na permanent can 'phase out' in numerous ways.\nif a permanent is phased out, it is considered to not exist. it can't be interacted with in any way.\nthis is different than something being 'exiled'. a phased out permanent does not leave the battlefield. it retains counters, and equipment as well as auras remain attached to it. in fact, if an equipped creature phases out, the equipment it is equipped with phase out as well. when the creature phases in on the players next untap step, the equipment phases back in as well, still attached to it.\na permanent that is phased out will phase back in at the beginning of that permanent's controller's next turn, before their untap step (some cards of course, are exceptions).\n\nTaniwha itself has "},{"attributes":{"italic":true},"insert":"Phasing"},{"insert":", which means it will constantly alternate between being phased out and in.\nleft to its own devices, it will exist for a turn, then disappear on the next.\n\nTaniwha's next ability causes all of our lands in play to phase out. if Taniwha is not in play, of course this will not trigger.\nthus, the pattern becomes:\nTaniwha phased in this turn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands will phase out on our upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"or\nTaniwha phased out this turn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands remain on the battlefield"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nthe only time we will have both Taniwha and our lands in play, is the turn on which Taniwha was cast.\nat the beginning of the next turn, Tani will phase out, and the cycle begins.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"on its own, Taniwha will only exile our lands every other turn.\nwe can however, interfere with the loop by phasing Taniwha out ourselves.\nif Taniwha has phased in on our turn, it will not phase out.\nso if we want to attack with Taniwha or have no lands on our next turn cycle, we must find a way to phase it out before our next turn begins.\n\n\n"},{"attributes":{"underline":true},"insert":"Core Cards:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nthe best way I have found to consistently phase Taniwha out, is with an obscure enchantment called "},{"insert":{"card-link":"Teferi's Veil"}},{"insert":".\nas long as Taniwha can continue attacking, it will always phase out after combat on our turn, meaning it will always phase in at the beginning of our next turn.\nif Tani is always phasing in, our lands are always phasing out.\nas an added bonus, phasing out protects Tani from any board wipes or other disasters our opponents might conjure up after our turn is over.\nto establish the lock, we will eventually need to stick a Veil, in combination with another lock piece.\n"},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" will help us tutor up this piece of the puzzle. \nnow that we have found a way to consistently put our lands away, we can take a look at the reasons for doing so.\n\nbehold, the best ramp spell in the game (in mono blue, anyway): "},{"insert":{"card-link":"Surveyor's Scope"}},{"insert":".\nat first glance, this inconspicuous card seems like it deserves its $0.30 price tag.\nbut the more I have played this deck, the more I have become seriously impressed by this card.\nreading this card in the context of Taniwha will reveal its true power: 2 colorless mana to fetch three UNTAPPED lands.\nthis is seriously one of the best cards in the deck.\nwe would like so badly to recur this card, we are even playing "},{"insert":{"card-link":"Karn, the Great Creator"}},{"insert":".\n\nnow we get to the good stuff.\n"},{"insert":{"card-link":"Ward of Bones"}},{"insert":" | "},{"insert":{"card-link":"Mana Vortex"}},{"insert":" | "},{"insert":{"card-link":"Land Equilibrium"}},{"insert":"\nall three of these pieces will slow our opponent's development, and should eventually lock them out.\nVortex is the weakest of the three, but can still affect the game even without the lock in play.\nif we have Taniwha out, we can choose to phase our lands out before we are forced to sacrifice a land.\nLand Equilibrium and Ward of Bones will prevent our opponents from playing any lands on the turns when our lands are phased out, and eventually serve to lock our opponents out of playing lands at all once we have established the Taniwha + Teferi's Veil phasing loop.\n\n"},{"insert":{"card-link":"Sunder"}},{"insert":"\nin most games, you will simply float mana in response to Taniwha's upkeep trigger, then cast Sunder after all our lands have phased out.\ndon't underestimate the power of setting your opponents back 4 or 5 turns.\nbe careful casting this if there is currently a board full of creatures however, as this spell can pull a lot of aggro.\nSunder can do some heavy lifting, but sometimes you just don't have the mana or time for it.\ndon't be afraid to discard this, but I do consider it to be a core part of the deck.\n\nlastly we have a pair of lands, "},{"insert":{"card-link":"Thawing Glaciers"}},{"insert":" and "},{"insert":{"card-link":"Urza's Saga"}},{"insert":".\nboth of these have wonderful interactions with both phasing, and our Teferi's Veil loop.\nThawing Glaciers can be activated before Taniwha's upkeep trigger, but will not return to our hand at end of turn as it no longer exists (it is phased out).\nthe ramp this provides will quickly get you to an insane amount of mana available, albeit only during our upkeep.\nUrza's Saga is already a strong card under normal circumstances, but has higher than normal potential in Taniwha.\nwith some planning, we can potentially establish our Teferi's Veil loop on the same turn that Urza's Saga hits two lore counters.\nbecause lore counters are added at the beginning of your main phase, if our lands are phasing out every upkeep, the final phase of the Saga will never trigger. This means you will be able to create a construct every upkeep until our loop is broken.\noften it is correct to search up some form of ramp or card draw, but this interaction is so strong I wanted to mention it as a possible play.\n\n"},{"insert":{"card-link":"Dress Down"}},{"insert":" \nwe can play this during the end step right before our turn to ensure we have access to all of our mana throughout our next turn.\nTaniwha will lose trample, but our lands will remain on the battlefield along with Taniwha as DD will remain on the battlefield until our end step.\n\n"},{"insert":{"card-link":"Shadow of the Second Sun"}},{"insert":" \ni'm not convinced this card is good, but it has some very interesting interactions with Taniwha.\ni have included a number of spells to manipulate Tani's phasing state, in an attempt to abuse this card. I do not have high hopes.\ni have also chosen to include a number of "},{"insert":{"card-link":"Stifle"}},{"insert":" effects, in an attempt to enable us to occasionally have access to our lands during our turn (stifle Tani's upkeep trigger).\nif Tani phases in at the start of our turn with Second Sun in play: \nour lands will phase out on our first upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tani will phase out during our postcombat untap step"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands will phase in during our postcombat untap step"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tani will phase in during our next turn, starting the cycle again"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"thus, if Tani is phasing in on our turn, our lands will only exist during our opponents turns, and Tani will only exist during ours.\n\nif instead, Tani is phasing out on our turn while Second Sun is on the battlefield:\nif phased out, our lands will return during our untap step"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands will not phase out during our upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tani will phase in during our postcombat untap step"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"our lands will phase out during our postcombat upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"thus, if Tani is phasing out on our turn, our lands will not exist during our opponents turns, but Tani will remain on the battlefield.\n\nif Teferi's Veil is in play in combination with Shadow of the Second Sun:\nif Tani phases in at the start of our turn:\nour lands phase out on our first upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tani attacks, and phases out at end of combat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"after the postcombat main phase, our lands phase in, and Tani phases in"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"on our postcombat upkeep, our lands phase out"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"next turn, Tani phases out, our lands phase in"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"if Tani phases out at the start of our turn:\nour lands do not phase out on our upkeep"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Teferi's Veil does not trigger"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"at the start of our post-combat untap step, Tani phases in"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"on our post-combat upkeep, our lands phase out"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"next turn, Tani phases out again"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"as you can see, Tani tends to become stuck phased out on our turn with both of these enchantments in play, and our lands only exist during our own turn, until our post-combat upkeep.\nnot a great combination, but the potential of Second Sun as a redundant Veil must be explored!\n\n"},{"attributes":{"underline":true},"insert":"Gameplay:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"didn't add this part yet\n\n"},{"attributes":{"underline":true},"insert":"Exclusions:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nedhrec lists a few 'top' cards that I have chosen not to run. here are my thoughts.\n\n"},{"insert":{"card-link":"Worldslayer"}},{"insert":" \nWorldslayer has a lot of potential, but I feel that the card is not quite the right fit for this deck.\nto start, if Tani is on the battlefield, then our lands have already phased out.\nthis means you will need access to 5 mana likely from rocks (perhaps one land) to equip the Worldslayer, all of which will be destroyed when Tani connects.\nthe whole table will gladly unite against you to prevent Tani from hitting any one of their faces. we can happily sling free spells against one player, but will quickly run out of resources trying to stop all three others from target-firing Tani.\nwe would need to consider running more protection spells, as protecting Tani with phasing does not seem ideal (although phasing Tani out in response to the Worldslayer trigger sounds sweet).\nkeep in mind that Worldslayer also destroys Taniwha itself when it connects.\nyes, our opponents will be far behind you with their permanents destroyed, but taniwha can take a long time to get the job done and our opponents will quickly rebuild.\nimagine actually hitting someone with a Tani equipped with Worldslayer. a turn later, you recast Tani. a turn after that, it phases out. a turn after that, you swing for 7. next turn Tani phases out again, and finally 5 turns later you have managed to kill the one player you originally attacked.\nI can see this getting wins, but it seems like there is a lot of chaos involved. I'd personally rather try to focus on locking all opponents out at the same time.\n\n"},{"insert":{"card-link":"Acid Rain"}},{"insert":" + "},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":"\nConsidering re-adding this combo. Harbinger of the Seas allows us to pick up our Yavi later in the game with "},{"insert":{"card-link":"Daze"}},{"insert":" and "},{"insert":{"card-link":"Gush"}},{"insert":" . could be a huge blowout, though the drawbacks still exist.\n"},{"attributes":{"strike":true},"insert":"I tried for a long time to make this combo work, unfortunately it feels far too clunky to consistently pull off."},{"insert":"\nboth cards are mostly dead draws when drawn alone."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"you can't play Yavimaya before the turn on which you will play Acid Rain. if you play Yavi, it will be phased out on future turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Acid Rain is a sorcery. once again, you rely on rocks to actually be able to cast it even after working to get both cards in your hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"blue doesn't have a card like "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":" that tutors for both pieces. adding a "},{"insert":{"card-link":"Tolaria West"}},{"insert":" to give us the option to tutor up Yavimaya when we need it will actually affect the deck's early game more than you'd think, and will feel REALLY bad when we inevitably draw both, before drawing Acid Rain."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Shimmer"}},{"insert":" + ("},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" or "},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":")\nagain, Shimmer is a sweet card, but I don't think it fits in this deck.\nwe want to phase our own lands out so that our opponents cannot play lands. if our opponent's lands phase out every other turn, that gives them the potential of building two phases of lands, beneath our stax pieces.\nsweet combo though.\n\n"},{"insert":{"card-link":"Thwart"}},{"insert":"\nprobably one of the worst free counterspells in Taniwha. we can't return islands to our hand if they don't exist (they are phased out). I can justify "},{"insert":{"card-link":"Daze"}},{"insert":", as we will often be able to play an island for the turn after our lands have phased out, but three islands for Thwart seems often unattainable when we need it most.\n\n"},{"attributes":{"underline":true},"insert":"Final Thoughts:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nidk lol\n"}]}
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