Deck filters
Choose your preferred layout. You can change this at any time using the Deck filters / View as options above.
Commander
During your turn, Gideon Blackblade is a 4/4 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to Gideon Blackblade during your turn. +1: Up to one other target creature you control gains your choice of vigilance, lifelink, or indestructible until end of turn. −6: Exile target nonland permanent.

Commander
Card Advantage
When this creature enters, if you control another Knight, look at the top five cards of your library. You may reveal a Knight, Aura, Equipment, or legendary artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Flying, myriad Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.

Card Advantage
Knight
Knight
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.

Land
Protection
Protection
Pump
Pump
Ramp
This creature enters with a +1/+1 counter on it. {T}, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.

Ramp
Removal
Removal
Sideboard
Affinity for Knights (This spell costs {1} less to cast for each Knight you control.) Creatures you control get +1/+1. Whenever you cast a legendary spell, create a 2/2 white Knight creature token with vigilance. {3}{W}, {T}: Create a 2/2 white Knight creature token with vigilance.

Sideboard
Add
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.

Prevent all damage that would be dealt to you and planeswalkers you control this turn by sources you don't control. If damage from a creature source is prevented this way, Comeuppance deals that much damage to that creature. If damage from a noncreature source is prevented this way, Comeuppance deals that much damage to the source's controller.

Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.) Flying Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.

Add
Command Zone Sideboard
+1: Until end of turn, Gideon becomes a 5/5 Human Soldier Ally creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn. 0: Create a 2/2 white Knight Ally creature token. −4: You get an emblem with "Creatures you control get +1/+1."

Whenever you attack with two or more non-Gideon creatures, put a +1/+1 counter on each of those creatures. +2: Until end of turn, Gideon becomes a 5/5 white Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn. (He can't attack if he was cast this turn.) −9: Exile Gideon and each creature your opponents control.

No more than one creature can attack The Eternal Wanderer each combat. +1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step. 0: Create a 2/2 white Samurai creature token with double strike. −4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.

Flash As long as The Wandering Emperor entered this turn, you may activate her loyalty abilities any time you could cast an instant. +1: Put a +1/+1 counter on up to one target creature. It gains first strike until end of turn. −1: Create a 2/2 white Samurai creature token with vigilance. −2: Exile target tapped creature. You gain 2 life.

Command Zone Sideboard
Remove1
Remove1
Remove2
Remove2
Seriously
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.

This enchantment enters with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) If this creature would be destroyed, regenerate it. (Tap it, remove it from combat, and heal all damage on it.) {2}: This creature can't be regenerated this turn. Only your opponents may activate this ability.

Convoke When this creature enters, look at the top six cards of your library. You may reveal up to two creature cards with mana value X or less from among them, where X is the number of creatures that convoked this creature. Put the revealed cards into your hand, then shuffle.

Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.) Creatures you control get +1/+1. When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.

At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.

(Gain the next level as a sorcery to add its ability.) Spells your opponents cast during your turn cost {1} more to cast. {2}{W}: Level 2 Creatures you control get +1/+1. {4}{W}: Level 3 Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.

Seriously
Deck Info
Deck stats
Deck extras (0)
Description
No description yet.