Deck filters
Choose your preferred layout. You can change this at any time using the Deck filters / View as options above.
Commander
Commander
Draw
When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.

Draw
Ramp
Enchant artifact or land Enchanted permanent has "{T}: Target player adds two mana of any one color. The next spell they cast this turn has cascade." (When they cast their next spell, they exile cards from the top of their library until they exile a nonland card that costs less. They may cast it without paying its mana cost. They put the exiled cards on the bottom in a random order.)

+1: Add {R} or {G}. If that mana is spent on a creature spell, it gains riot. (It enters with your choice of a +1/+1 counter or haste.) −3: Look at the top four cards of your library. You may reveal up to two creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order. −8: You get an emblem with "At the beginning of each end step, create a 4/4 red and green Beast creature token with trample."

+2: Scry 2. 0: Look at the top card of your library. If it's a land card or a creature card with mana value less than or equal to the number of loyalty counters on Nissa, you may put that card onto the battlefield. −6: Untap up to two target lands you control. They become 5/5 Elemental creatures with flying and haste until end of turn. They're still lands.

Ramp
Big hitters
Big hitters
Flux
Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Multiple instances of cascade each trigger separately.)

Haste (This creature can attack and {T} as soon as it comes under your control.) Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

Whenever a modified creature you control attacks, exile the top card of your library. You may play that card this turn. (Equipment, Auras you control, and counters are modifications.) Whenever you cast a spell from exile, put a +1/+1 counter on target creature you control.

Creatures you control have haste. Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.)

Whenever you cast a spell, you may put it on the bottom of its owner's library. If you do, reveal cards from the top of your library until you reveal a nonland card. You may cast that card without paying its mana cost. Then put all revealed cards not cast this way on the bottom of your library in a random order. This ability triggers only once each turn.

At the beginning of your upkeep, each player exiles cards from the top of their library until they exile a nonland card. An opponent chooses a nonland card exiled this way. You may cast up to two spells from among the other cards exiled this way without paying their mana costs.

At the beginning of your upkeep, exile the top card of your library. You may play that card this turn. At the beginning of your end step, if you didn't play a card from exile this turn, create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")

Flux
Ramp Creatures
Spiritual Leader — At the beginning of combat on your turn, put a +1/+1 counter on target creature. Psychic Stimulus — {T}: Add {C}{C}. When you next cast a spell with {X} in its mana cost or activate an ability with {X} in its activation cost this turn, copy that spell or ability. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)

Ramp Creatures
Copy
Create a token that's a copy of target creature you control, except it isn't legendary. 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.)

Flying, vigilance Ceaseless Tempest — Whenever Storm deals combat damage to a player, the next instant or sorcery spell you cast this turn has storm. (When you cast it, copy it for each spell cast before it this turn. You may choose new targets for the copies.)

Copy
Land
This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Land
Removal
Choose target nonlegendary creature. The next time one or more creatures or planeswalkers enter this turn, they enter as copies of the chosen creature. Foretell {U} (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.)

Removal
Counters
First strike (This creature deals combat damage before creatures without first strike.) Reach (This creature can block creatures with flying.) At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.

Equipped creature gets +2/+2 and has protection from white and from blue. Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Equip {2}

Counters
Protection
Protection
Sideboard
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent. +1: Add {R}{R}. −3: Chandra deals 4 damage to target creature. −7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."

Exile any number of target creatures controlled by different players. For each creature exiled this way, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then puts the rest on the bottom of their library in a random order.

When this artifact enters, surveil 3. {T}: Target legendary creature card in your graveyard gains escape until end of turn. The escape cost is equal to its mana cost plus exile three other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)

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.

Flash When this creature enters, counter target activated or triggered ability from an artifact or enchantment source. If a permanent's ability is countered this way, destroy that permanent. Foretell {G} (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.)

Paradox — Impending Flux deals X damage to each opponent and each creature they control, where X is 1 plus the number of spells you've cast from anywhere other than your hand this turn. Foretell {1}{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.)

Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) 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.)

Using a mobile device, take a picture of target creature. That device enters as a token that's a photocopy of the pictured creature. (Photocopies include Auras, Equipment, counters, and stickers in the shot. Don't touch other people's phones without permission and be careful if you do.)

As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.

Add {R} for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it. Suspend 3—{1}{R} (Rather than cast this card from your hand, you may pay {1}{R} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)

Put a +1/+1 counter on target creature you control. Then that creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.) Foretell {G} (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.)

This creature must be blocked if able. This creature can't be blocked by more than one creature. Whenever this creature deals damage, exile it face down. It becomes foretold. Foretell {1}{G} (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.)

Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost. Equip {2}{U}

Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step. Flashback {1}{G}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Unrivaled Lethality — Double all damage Wolverine would deal. At the beginning of each end step, if Wolverine dealt damage to another creature this turn, put a +1/+1 counter on him. {1}{G}: Regenerate Wolverine. (The next time he would be destroyed this turn, instead tap him, remove him from combat, and heal all damage on him.)

Sideboard
Planar Deck
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. Whenever chaos ensues, until your next turn, noncreature artifacts you control gain "{T}, Sacrifice this artifact: Flip a coin. If you win the flip, this artifact deals 3 damage to any target."

At the beginning of your upkeep, target opponent draws a card and creates a Treasure token. Whenever chaos ensues, create a 2/2 white Alien creature token. When you do, tap target nontoken creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)

Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by {2}. (During your turn, you may pay {2} and exile it from your hand face down. Cast it on a later turn for its foretell cost.) Whenever chaos ensues, you may cast a foretold card you own from exile without paying its mana cost this turn.

Each creature card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) Whenever chaos ensues, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)

At the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.) When chaos ensues, reverse the game's turn order. Then planeswalk. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise.)

When you planeswalk to The Dining Car, each player creates a Food token. Sixty-Six Seconds — At the beginning of your upkeep, sacrifice a creature with the least toughness among creatures you control. Then investigate. Whenever chaos ensues, activated abilities of artifact tokens you control cost {2} less to activate this turn.

Creatures enter tapped. Whenever chaos ensues, for each opponent, choose up to one target nonland permanent that opponent controls. Untap those permanents. They phase out. They can't phase in for as long as The Doctor's Childhood Barn remains face up. When a player planeswalks, those permanents phase in.

Whenever you roll the planar die, creatures you control get +1/+1 and gain haste until end of turn. Whenever chaos ensues, end the turn. (Exile all spells and abilities from the stack. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

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