1.2k
3/26/2025
Chulane
Deck Size: 100
Commander
Est deck cost: $5988.71
Salt sum: 78.25
1.2k
3/26/2025
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Commander

Qty: 1 Price: $2.99
Chulane, Teller of Tales

Vigilance Whenever you cast a creature spell, draw a card, then you may put a land card from your hand onto the battlefield. {3}, {T}: Return target creature you control to its owner's hand.

Creature
Chulane, Teller of Tales (eld) 326

Commander

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Land

Qty: 30 Price: $3632.50
Ancient Tomb

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

Land
Ancient Tomb (tmp) 315
Boseiju, Who Endures

{T}: Add {G}. Channel — {1}{G}, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.

Land
Boseiju, Who Endures (neo) 266
Bountiful Promenade

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

Land
Bountiful Promenade (bbd) 81
Breeding Pool

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

Land
Breeding Pool (rvr) 399
Cavern of Souls

As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.

Land
Cavern of Souls (lci) 269
City of Brass

Whenever this land becomes tapped, it deals 1 damage to you. {T}: Add one mana of any color.

Land
City of Brass (5ed) 413
Command Tower

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

Land
Command Tower (brc) 178
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 (mh3) 436
Forest

({T}: Add {G}.)

Land
Forest (inr) 296
Gaea's Cradle

{T}: Add {G} for each creature you control.

Land
Gaea's Cradle (usg) 321
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
Island

({T}: Add {U}.)

Land
Island (cmm) 440
Mana Confluence

{T}, Pay 1 life: Add one mana of any color.

Land
Mana Confluence (cmr) 721
Minamo, School at Water's Edge

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

Land
Minamo, School at Water's Edge (chk) 279
Mistrise Village

This land enters tapped unless you control a Mountain or a Forest. {T}: Add {U}. {U}, {T}: The next spell you cast this turn can't be countered.

Land
Mistrise Village (tdm) 397
Misty Rainforest

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

Land
Misty Rainforest (mh2) 438
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
Plains

({T}: Add {W}.)

Land
Plains (inr) 288
Prismatic Vista

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

Land
Prismatic Vista (h1r) 40
Rejuvenating Springs

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

Land
Rejuvenating Springs (cmr) 709
Savannah

({T}: Add {G} or {W}.)

Land
Savannah (3ed) 285
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 (bbd) 84
Temple Garden

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

Land
Temple Garden (rvr) 414
Tropical Island

({T}: Add {G} or {U}.)

Land
Tropical Island (3ed) 288
Tundra

({T}: Add {W} or {U}.)

Land
Tundra (3ed) 289
Windswept Heath

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

Land
Windswept Heath (mh3) 440
Wooded Foothills

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

Land
Wooded Foothills (mh3) 441

Land

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Tutors

Qty: 8 Price: $127.23
Chord of Calling

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.

Instant
Chord of Calling (rvr) 345
Congregation at Dawn

Search your library for up to three creature cards, reveal them, then shuffle and put those cards on top in any order.

Instant
Congregation at Dawn (rav) 198
Eladamri's Call

Search your library for a creature card, reveal that card, put it into your hand, then shuffle.

Instant
Eladamri's Call (pls) 106
Eldritch Evolution

As an additional cost to cast this spell, sacrifice a creature. Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.

Sorcery
Eldritch Evolution (inr) 410
Enlightened Tutor

Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.

Instant
Enlightened Tutor (dmr) 263
Finale of Devastation

Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.

Sorcery
Finale of Devastation (war) 160
Nature's Rhythm

Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Harmonize {X}{G}{G}{G}{G} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)

Sorcery
Nature's Rhythm (tdm) 150
Worldly Tutor

Search your library for a creature card, reveal it, then shuffle and put the card on top.

Instant
Worldly Tutor (dmr) 353

Tutors

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Combo Pieces

Qty: 4 Price: $180.46
Blind Obedience

Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Artifacts and creatures your opponents control enter tapped.

Enchantment
Blind Obedience (rvr) 303
Cloudstone Curio

Whenever a nonartifact permanent you control enters, you may return another permanent you control that shares a permanent type with it to its owner's hand.

Artifact
Cloudstone Curio (rvr) 391
Earthcraft

Tap an untapped creature you control: Untap target basic land.

Enchantment
Earthcraft (tmp) 222
Intruder Alarm

Creatures don't untap during their controllers' untap steps. Whenever a creature enters, untap all creatures.

Enchantment
Intruder Alarm (sth) 34

Combo Pieces

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Ramp

Qty: 15 Price: $1127.35
Arcane Signet

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

Artifact
Arcane Signet (p30m) 1P
Avacyn's Pilgrim

{T}: Add {W}.

Creature
Avacyn's Pilgrim (plst) MM3-119
Birds of Paradise

Flying {T}: Add one mana of any color.

Creature
Birds of Paradise (dmr) 336
Bloom Tender

{T}: For each color among permanents you control, add one mana of that color.

Creature
Bloom Tender (plst) EVE-66
Carpet of Flowers

At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.

Enchantment
Carpet of Flowers (plst) USG-240
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 (slc) 2003
Crop Rotation

As an additional cost to cast this spell, sacrifice a land. Search your library for a land card, put that card onto the battlefield, then shuffle.

Instant
Crop Rotation (ulg) 98
Delighted Halfling

{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.

Creature
Delighted Halfling (ltr) 158
Elvish Mystic

{T}: Add {G}.

Creature
Elvish Mystic (tsr) 360
Fyndhorn Elves

{T}: Add {G}.

Creature
Fyndhorn Elves (p30a) 3
Llanowar Elves

{T}: Add {G}.

Creature
Llanowar Elves (p30h) 5★
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
Noble Hierarch

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {T}: Add {G}, {W}, or {U}.

Creature
Noble Hierarch (j12) 3
Priest of Titania

{T}: Add {G} for each Elf on the battlefield.

Creature
Priest of Titania (mh3) 428
Sol Ring

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

Artifact
Sol Ring (plg22) 1

Ramp

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Creature

Qty: 24 Price: $357.56
Ashaya, Soul of the Wild

Ashaya's power and toughness are each equal to the number of lands you control. Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)

Creature
Ashaya, Soul of the Wild (dsc) 170
Aven Mindcensor

Flash Flying If an opponent would search a library, that player searches the top four cards of that library instead.

Creature
Aven Mindcensor (plg21) 1
Crystal Barricade

Defender (This creature can't attack.) You have hexproof. (You can't be the target of spells or abilities your opponents control.) Prevent all noncombat damage that would be dealt to other creatures you control.

Creature Artifact
Crystal Barricade (fdn) 7
Delney, Streetwise Lookout

Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater. If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.

Creature
Delney, Streetwise Lookout (mkm) 12
Destiny Spinner

Creature and enchantment spells you control can't be countered. {3}{G}: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.

Creature Enchantment
Destiny Spinner (thb) 168
Dour Port-Mage

Whenever one or more other creatures you control leave the battlefield without dying, draw a card. {1}{U}, {T}: Return another target creature you control to its owner's hand.

Creature
Dour Port-Mage (blb) 47
Drannith Magistrate

Your opponents can't cast spells from anywhere other than their hands.

Creature
Drannith Magistrate (iko) 11
Enduring Vitality

Vigilance Creatures you control have "{T}: Add one mana of any color." When Enduring Vitality dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)

Creature Enchantment
Enduring Vitality (dsk) 176
Esper Sentinel

Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays {X}, where X is this creature's power.

Creature Artifact
Esper Sentinel (h2r) 2
Eternal Witness

When this creature enters, you may return target card from your graveyard to your hand.

Creature
Eternal Witness (p30a) 12
Grand Abolisher

During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.

Creature
Grand Abolisher (e01) 12
Kinnan, Bonder Prodigy

Whenever you tap a nonland permanent for mana, add one mana of any type that permanent produced. {5}{G}{U}: Look at the top five cards of your library. You may put a non-Human creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

Creature
Kinnan, Bonder Prodigy (iko) 192
Lotus Cobra

Landfall — Whenever a land you control enters, add one mana of any color.

Creature
Lotus Cobra (znr) 193
Mockingbird

Flying You may have this creature enter as a copy of any creature on the battlefield with mana value less than or equal to the amount of mana spent to cast this creature, except it's a Bird in addition to its other types and it has flying.

Creature
Mockingbird (blb) 305
Nissa, Resurgent Animist

Landfall — Whenever a land you control enters, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.

Creature
Nissa, Resurgent Animist (mat) 72
Quirion Ranger

Return a Forest you control to its owner's hand: Untap target creature. Activate only once each turn.

Creature
Quirion Ranger (vis) 117
Ranger-Captain of Eos

When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle. Sacrifice this creature: Your opponents can't cast noncreature spells this turn.

Creature
Ranger-Captain of Eos (h1r) 5
Shrieking Drake

Flying When this creature enters, return a creature you control to its owner's hand.

Creature
Shrieking Drake (vis) 43
Spellseeker

When this creature enters, you may search your library for an instant or sorcery card with mana value 2 or less, reveal it, put it into your hand, then shuffle.

Creature
Spellseeker (bbd) 41
Thassa's Oracle

When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)

Creature
Thassa's Oracle (thb) 73
Tireless Provisioner

Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life." Treasure is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Creature
Tireless Provisioner (h2r) 15
Voice of Victory

Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.) Your opponents can't cast spells during your turn.

Creature
Voice of Victory (tdm) 33
Volatile Stormdrake

Flying, hexproof from activated and triggered abilities When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get {E}{E}{E}{E}, then sacrifice that creature unless you pay an amount of {E} equal to its mana value.

Creature
Volatile Stormdrake (mh3) 404
Whitemane Lion

Flash When this creature enters, return a creature you control to its owner's hand.

Creature
Whitemane Lion (dmr) 277

Creature

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Removal

Qty: 3 Price: $28.47
Force of Vigor

If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost. Destroy up to two target artifacts and/or enchantments.

Instant
Force of Vigor (h1r) 21
Nature's Claim

Destroy target artifact or enchantment. Its controller gains 4 life.

Instant
Nature's Claim (tsr) 364
Swords to Plowshares

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

Instant
Swords to Plowshares (dmr) 275

Removal

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Draw

Qty: 4 Price: $205.96
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 (dmr) 288
Rhystic Study

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

Enchantment
Rhystic Study (pcy) 45
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) 246
Trouble in Pairs

If an opponent would begin an extra turn, that player skips that turn instead. Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.

Enchantment
Trouble in Pairs (mkc) 15

Draw

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Stack Interaction

Qty: 11 Price: $326.19
Borne Upon a Wind

You may cast spells this turn as though they had flash. Draw a card.

Instant
Borne Upon a Wind (ltr) 44
Fierce Guardianship

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

Instant
Fierce Guardianship (c20) 35
Flusterstorm

Counter target instant or sorcery spell unless its controller pays {1}. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)

Instant
Flusterstorm (mh3) 496
Force of Negation

If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost. Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

Instant
Force of Negation (h1r) 9
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 (dmr) 284
Mindbreak Trap

If an opponent cast three or more spells this turn, you may pay {0} rather than pay this spell's mana cost. Exile any number of target spells.

Instant
Mindbreak Trap (zen) 57
Pact of Negation

Counter target spell. At the beginning of your next upkeep, pay {3}{U}{U}. If you don't, you lose the game.

Instant
Pact of Negation (fut) 42
Silence

Your opponents can't cast spells this turn.

Instant
Silence (tsr) 302
Strix Serenade

Counter target artifact, creature, or planeswalker spell. Its controller creates a 2/2 blue Bird creature token with flying.

Instant
Strix Serenade (mh3) 71
Swan Song

Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.

Instant
Swan Song (ths) 65
Veil of Summer

Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)

Instant
Veil of Summer (m20) 198

Stack Interaction

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Maybeboard

Qty: 22 Price: $454.74
Aluren

Any player may cast creature spells with mana value 3 or less without paying their mana costs and as though they had flash.

Enchantment
Aluren (tmp) 213
Archivist of Oghma

Flash Whenever an opponent searches their library, you gain 1 life and draw a card.

Creature
Archivist of Oghma (clb) 4
Aven Interrupter

Flash Flying When this creature enters, exile target spell. It becomes plotted. (Its owner may cast it as a sorcery on a later turn without paying its mana cost.) Spells your opponents cast from graveyards or from exile cost {2} more to cast.

Creature
Aven Interrupter (otj) 4
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
Containment Priest

Flash If a nontoken creature would enter and it wasn't cast, exile it instead.

Creature
Containment Priest (tsr) 292
Deafening Silence

Each player can't cast more than one noncreature spell each turn.

Enchantment
Deafening Silence (eld) 10
Echoing Calm

Destroy target enchantment and all other enchantments with the same name as that enchantment.

Instant
Echoing Calm (dst) 2
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
Faerie Mastermind

Flash Flying Whenever an opponent draws their second card each turn, you draw a card. {3}{U}: Each player draws a card.

Creature
Faerie Mastermind (mom) 58
Flesh Duplicate

You may have this creature enter as a copy of any creature on the battlefield, except it has vanishing 3 if that creature doesn't have vanishing. (A permanent with vanishing 3 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.)

Creature
Flesh Duplicate (who) 44
Gilded Drake

Flying When this creature enters, exchange control of this creature and up to one target creature an opponent controls. If you don't or can't make an exchange, sacrifice this creature. This ability still resolves if its target becomes illegal.

Creature
Gilded Drake (usg) 76
Imposter Mech

You may have this Vehicle enter as a copy of a creature an opponent controls, except it's a Vehicle artifact with crew 3 and it loses all other card types. Crew 3

Artifact
Imposter Mech (nec) 13
Invasion of Ikoria

Battle
Invasion of Ikoria // Zilortha, Apex of Ikoria (mom) 190Invasion of Ikoria // Zilortha, Apex of Ikoria (mom) 190
Lavinia, Azorius Renegade

Each opponent can't cast noncreature spells with mana value greater than the number of lands that player controls. Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell.

Creature
Lavinia, Azorius Renegade (tsr) 380
Path to Exile

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Instant
Path to Exile (tsr) 299
Pollywog Prodigy

Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.

Creature
Pollywog Prodigy (blc) 15
Recruiter of the Guard

When this creature enters, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.

Creature
Recruiter of the Guard (mh3) 395
Reverent Silence

If you control a Forest, rather than pay this spell's mana cost, you may have each other player gain 6 life. Destroy all enchantments.

Sorcery
Reverent Silence (nem) 111
Stern Scolding

Counter target creature spell with power or toughness 2 or less.

Instant
Stern Scolding (ltr) 71
Utopia Sprawl

Enchant Forest As this Aura enters, choose a color. Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.

Enchantment
Utopia Sprawl (rvr) 355
Wild Growth

Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}.

Enchantment
Wild Growth (dmr) 352
Wirewood Symbiote

Return an Elf you control to its owner's hand: Untap target creature. Activate only once each turn.

Creature
Wirewood Symbiote (scg) 133

Maybeboard

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Deck Info

Deck stats

20 pips - 17 cards
25 mana - 25 cards
23 pips - 19 cards
28 mana - 28 cards
0 pips - 0 cards
0 mana - 16 cards
0 pips - 0 cards
0 mana - 16 cards
42 pips - 32 cards
31 mana - 31 cards
0 pips - 0 cards
6 mana - 4 cards
CategoriesQtyOdds
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Description

{"ops":[{"insert":"Chulane Creaturestorm"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n\nThe Basics"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Chulane, Teller of Tales"}},{"insert":" is a mid-range value commander that has lost some of its shine in recent years. Not being in black or red means you miss out on the best tutors, "},{"insert":{"card-link":"Underworld Breach"}},{"insert":" lines, "},{"attributes":{"strike":true},"insert":"and possibly the single best card in the format in "},{"attributes":{"strike":true},"insert":{"card-link":"Dockside Extortionist"}},{"insert":" haha fuck you Dockside get rekt. We also play a lot of x/1 mana dorks, and we draw a "},{"attributes":{"italic":true},"insert":"ton "},{"insert":"of cards, both of which make us exceptionally vulnerable to a well-timed "},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":".\n\nIt's not all bad news, however. Being a creature-based deck means we dodge a lot of the interaction pieces in the current meta. Our commander shares a creature type with "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":", "},{"insert":{"card-link":"Ranger-Captain of Eos"}},{"insert":", and the new "},{"insert":{"card-link":"Voice of Victory"}},{"insert":", which means we can profitably run "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":". And recent sets have focused on making White a viable cEDH color, giving us some new toys in "},{"insert":{"card-link":"Trouble in Pairs"}},{"insert":" and "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":". Chulane is also well-positioned in the current midrange-heavy meta; with only a handful of turbo decks in the format and everyone well aware of what they are and what they can do, we are well-suited to letting other decks eat interaction, then following up on the window that creates. The longer the game goes, the better our chances, because we will simply generate so much more mana than almost any other deck. Our lands stick around forever; the same can't be said of Treasures and rituals.\n\nWe also have an advantage in that many of our cards are one-card combos. Landing a single haymaker card can snowball into winning the game very easily.\n\n\nThe Opening Hand"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We're not a turbo deck, and we're never going to compete with something like RogSi on speed. Our opening hand wants a value engine, one or two sources of mana acceleration, and a couple lands. Landing an early Trouble in Pairs or "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" or "},{"insert":{"card-link":"The One Ring"}},{"insert":" goes a long way towards getting the deck rolling.\n\n\nThe Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The first two turns are going to be development turns. Reading the pod is a tremendously important skill with a deck that plays this many dorks. You don't want to play four dorks and get them all eaten by a single Bowmasters. Get your value engine set up and rolling, and get Chulane down. Again, we're not a turbo deck. You don't need to go all-in on a T2 Chulane. You "},{"attributes":{"italic":true},"insert":"do "},{"insert":"want him out early enough that you can be threatening but not the clear threat.\n\n\nThe Lines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"As mentioned, we have a lot of one- and two-card combos. Our main combo lines are obvious:\n\n"},{"insert":{"card-link":"Earthcraft"}},{"insert":" - Landing Earthcraft turns every single creature we have into a mana dork and lets you deterministically draw your deck with "},{"insert":{"card-link":"Shrieking Drake"}},{"insert":" and an "},{"insert":{"card-link":"Island"}},{"insert":".\n"},{"insert":{"card-link":"Intruder Alarm"}},{"insert":" - we're running a bunch of mana dorks and "},{"insert":{"card-link":"Destiny Spinner"}},{"insert":". Intruder Alarm means infinite mana. Infinite mana is good.\n"},{"insert":{"card-link":"Cloudstone Curio"}},{"insert":" - the most (in)famous combo piece in the deck. Play a creature, Chulane triggers, put a land into play, return a land to hand, return a creature to hand. Play the creature you bounced, draw a card, put the land you bounced into play, bounce another land and another creature.\n"},{"attributes":{"strike":true},"insert":{"card-link":"Aluren"}},{"attributes":{"strike":true},"insert":" - all our creatures are free. This one's obvious. Be careful because your opponents can also cast creatures for free at flash speed, so playing this means someone can layer a Thoracle on top of your win attempt. You want to have a Grand Abolisher or other "},{"attributes":{"strike":true},"insert":{"card-link":"Silence"}},{"attributes":{"strike":true},"insert":" effect out. Even "},{"attributes":{"strike":true},"insert":{"card-link":"Lavinia, Azorius Renegade"}},{"attributes":{"strike":true},"insert":" can be enough."},{"insert":"\n"},{"insert":{"card-link":"Blind Obedience"}},{"insert":" - this is more of a backup combo but it enables a wincon without Chulane or through certain hate pieces. You'll need a repeatable way to generate a blue and a white mana - "},{"insert":{"card-link":"Bloom Tender"}},{"insert":" with Intruder Alarm; Aluren and Earthcraft; or something along those lines. Then you can simply cast Shrieking Drake infinitely and pay the extort cost to drain out the table.\n"},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" and "},{"insert":{"card-link":"Quirion Ranger"}},{"insert":" - All your creatures are forests. Tap a forest dork to cast Quirion Ranger. Activate Quirion Ranger, returning it to hand to untap a forest-dork. Repeat. This gives you infinite draws with "},{"insert":{"card-link":"Dour Port-Mage"}},{"insert":" or Chulane. You can assemble this line with a single tutor thanks to "},{"insert":{"card-link":"Nature's Rhythm"}},{"insert":". You need at least 5{G}{G} and any combination of four green mana or non-summoning-sick creatures. Cast Nature's Rhythm on 5 with the 5{G}{G} to put Ashaya onto the battlefield. Cast Nature's Rhythm on 3 for its Harmonize cost using the additional green mana or your now-forests to put Ranger-Captain of Eos onto the battlefield. With the search trigger on the stack, sacrifice Ranger-Captain, locking your opponents out. Ranger-Captain puts Quirion Ranger in your hand. From here you should win the game easily.\n"},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" - With Delney in play, cast Quirion Ranger. Activate it, bouncing a land and untapping a creature. Play Shrieking Drake, putting the land you bounced into play. Delney causes Shrieking Drake to trigger twice. Return Quiron Ranger and Shrieking Drake to your hand. You just need either a dork to untap, a "},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" effect, or a second land in the four draws that you get from each loop to be deterministically infinite. "},{"insert":{"card-link":"Congregation at Dawn"}},{"insert":" assembles this line.\n\nWe're also running two creatures that bounce themselves. Shrieking Drake and "},{"insert":{"card-link":"Whitemane Lion"}},{"insert":" fill the same niche of a creature that can be played infinitely in order to trigger Chulane and draw through our deck. Whitemane Lion plays at Flash speed, which means you can execute a win attempt on top of someone else's interaction or own win attempt.\n\n\nThe Spice"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#008a00"},"insert":"Thassa's Oracle"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" in a Chulane deck?\n\nYep. I'm a firm believer in three things.\n\nFirst, backup win conditions are good. Your standard Chulane deck has "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" as a win condition, "},{"insert":{"card-link":"Blind Obedience"}},{"insert":" loops, and that's about it. If that Finale is gone, so is your deck. The cost of playing Thoracle is one creature slot. That's worth it.\n\nSecond, as much as possible, you want to be playing good cards. A card that says \"You win the game for doing something you want to be doing anyway\" is a good card. This list runs 33 creatures. What's the 33rd-best creature in your standard Chulane list? Is it really something you're happy to see? Thoracle's floor is \"Draw a card, then look at the top 3 cards of your library, put 0 or 1 of them on top, and bottom the rest.\" That alone is a pretty decent effect; you wouldn't play it just for that, but it's not visibly worse than whatever you'd consider the worst creature in the deck. Thoracle's "},{"attributes":{"italic":true},"insert":"ceiling"},{"insert":", on the other hand, is \"You win the game.\" That's a very good ceiling. And unlike almost every other deck, playing Thoracle out early doesn't mean it's unusable later, because we can bounce it back to hand when we need it.\n\nThird, you build to the meta. There's a card that's flown under the radar a bit in cEDH but is gradually attracting notice. It's called The One Ring, and the first line of text reads \"When The One Ring enters the battlefield, if you cast it, you gain protection from everything until your next turn.\" That's a bit of an issue if you intend to win through combat damage. With the number of clone and copy effects flying around, it's not impossible to see three straight turn cycles where someone can't be killed via combat damage. That's a big problem. You either have to kill two players and hope you can piece another Finale together on your next turn - if you get one - or you just lose.\n\nOr, you could play Thoracle and win outright. Your game plan is to draw through your deck. Why are you not playing Thoracle? Why would you ever pass the turn back to your opponents if you didn't absolutely have to?\n\nIt also gives you a way to win out from under an opponent's Ranger-Captain of Eos. Those are two meta-agnostic staples that hose the normal Chulane wincon. Making them have it is one thing, but you'd better have a game plan for cards that see play in basically every deck. Thoracle gives us that game plan. If you're okay with relying on Blind Obedience loops, then cutting Thoracle is viable.\n\nAlso, it's maybeboarded for now, but playing "},{"insert":{"card-link":"Emergence Zone"}},{"insert":" or "},{"insert":{"card-link":"Borne Upon a Wind"}},{"insert":" gives you the ability to win at instant speed on top of someone else's win attempt. Finale can't do that.\n\nBasically, Thoracle's a really good card for us and if your game plan is \"draw through your entire deck,\" you had better have a really good reason to "},{"attributes":{"italic":true},"insert":"not"},{"insert":" play it.\n\n"},{"attributes":{"color":"#008a00"},"insert":"Enduring Vitality"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Enduring Vitality"}},{"insert":" is a more resilient "},{"insert":{"card-link":"Cryptolith Rite"}},{"insert":" that also triggers Chulane. What's not to love?\n\n"},{"attributes":{"color":"#008a00"},"insert":"Strix Serenade"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Strix Serenade"}},{"insert":" hits Thoracle, Dockside, Kinnan, Sisay, Tymna, "},{"insert":{"card-link":"Opposition Agent"}},{"insert":", Bowmasters, "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":", "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":", and literally every creature in the format, along with The One Ring, and the odd "},{"insert":{"card-link":"Oko, Thief of Crowns"}},{"insert":", "},{"insert":{"card-link":"Jeska, Thrice Reborn"}},{"insert":", and "},{"insert":{"card-link":"Dihada, Binder of Wills"}},{"insert":". It's a great card in the more midrange game we're trying to play.\n\n"},{"attributes":{"color":"#008a00"},"insert":"Congregation at Dawn"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Congregation at Dawn"}},{"insert":" is three copies of "},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" stapled together. Normally that would just be a medium-to-bad card, but we have the three-creature infinite loop mentioned above. If we have one of those creatures already, we can use it to find a Lotus Cobra effect if needed, or a Silence effect if not. Effectively this card is our equivalent to "},{"insert":{"card-link":"Intuition"}},{"insert":". It just wins us the game if it resolves. That's an effect that's at least worth testing.\n\n"},{"attributes":{"color":"#008a00"},"insert":"Crystal Barricade"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Crystal Barricade"}},{"insert":" is a two-mana creature that triggers Chulane, shuts off Orcish Bowmasters targeting our dorks, non-infinite "},{"insert":{"card-link":"Walking Ballista"}},{"insert":" pings, and shuts off some odd effects like "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" targeting us. The main downside is that it's vulnerable to both artifact and creature removal and it doesn't protect itself from Bowmasters, but if your opponents are spending cards or OBM triggers to remove this, they're not removing other things. It's interesting tech that may end up being a 101st card.\n\n"},{"attributes":{"color":"#e60000"},"insert":"Kor Skyfisher"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"strike":true},"insert":"Traditionally this slot has gone to "},{"attributes":{"strike":true},"insert":{"card-link":"Dream Stalker"}},{"attributes":{"strike":true},"insert":" since it's slightly better with Earthcraft, because your islands are hits for both it and Shrieking Drake and Drake is your best bounce creature. However, "},{"attributes":{"strike":true},"insert":{"card-link":"Talion, the Kindly Lord"}},{"attributes":{"strike":true},"insert":" exists and is both extremely good and extremely popular. Talion will always come down on either 1 or 2. Dream Stalker triggers Talion on both; "},{"attributes":{"strike":true},"insert":{"card-link":"Kor Skyfisher"}},{"attributes":{"strike":true},"insert":" only triggers Talion on 2."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Knock knock."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Who's there?"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Aven."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Aven wh-"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"AVEN INTERRUPTER."},{"insert":"\n\n"},{"attributes":{"color":"#e60000"},"insert":"Fetchlands"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Yes, we're only running six fetchlands out of a potential ten. Fetchlands are amazing for mana fixing. They're very good with one or more Lotus Cobra effects in play. But they're "},{"attributes":{"italic":true},"insert":"terrible "},{"insert":"when you are trying to go off, draw one, crack it, and fail to find. You want lands that generate mana and do so immediately. For the same reason, the MKM surveil lands ("},{"insert":{"card-link":"Lush Portico"}},{"insert":", "},{"insert":{"card-link":"Hedge Maze"}},{"insert":", and "},{"insert":{"card-link":"Meticulous Archive"}},{"insert":") are unplayable for us.\n\n"},{"attributes":{"color":"#e60000"},"insert":"Arbor Elf"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Arbor Elf"}},{"insert":" has been an include in these lists since the deck was first built. Arbor Elf is bad. Out of our 26 non-fetch lands, it untaps 10 of them. If there was a "},{"insert":{"card-link":"Birds of Paradise"}},{"insert":" that said \"Roll a d10. On a 4 or less, add one mana of any color,\" would you play it? Of course not. Arbor Elf sucks. Play better creatures.\n\n"},{"attributes":{"color":"#e60000"},"insert":"Sylvan Library"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I love "},{"insert":{"card-link":"Sylvan Library"}},{"insert":", but it's 30 years old and showing its age. 8 life is no longer a meaningless amount, since you're paying life into The One Ring, potential beats from "},{"insert":{"card-link":"Tymna the Weaver"}},{"insert":", "},{"insert":{"card-link":"Kraum, Ludevic's Opus"}},{"insert":", "},{"insert":{"card-link":"Ragavan, Nimble Pilferer"}},{"insert":", "},{"insert":{"card-link":"Atraxa, Grand Unifier"}},{"insert":", or "},{"insert":{"card-link":"Tivit, Seller of Secrets"}},{"insert":", and random damage from things like Orcish Bowmasters or Talion. The One Ring and Trouble in Pairs may be more expensive to cast, but won't get you killed and don't take a full turn cycle to start working.\n\n"},{"attributes":{"color":"#e60000"},"insert":"Mana Breach"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Yes, it's a combo piece, but "},{"insert":{"card-link":"Mana Breach"}},{"insert":" is a combo piece I'm never really happy to see. Playing it feels bad. Trying to use it to turn into a win feels worse unless you have one of your bounce creatures anyway, at which point Mana Breach becomes nearly superfluous. At this point I'd rather play one more value engine and draw into a better combo piece. "},{"attributes":{"strike":true},"insert":"Notably, "},{"attributes":{"strike":true},"insert":{"card-link":"Trophy Mage"}},{"attributes":{"strike":true},"insert":" is close to being cut for a similar reason, but first there needs to be something worth cutting it for."},{"insert":"\n\n"},{"attributes":{"color":"#e60000"},"insert":"Trophy Mage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Murders at Karlov Manor gave us the Delney bounce line, which I'm finding surprisingly easy to assemble and less vulnerable to stack interaction than Cloudstone Curio. Curio's still really good and will almost certainly never be cut, but after playing the deck a number of times with Delney in it, I'm comfortable saying that we no longer need to play a bad 3-CMC creature whose only purpose is finding Curio. Cutting Trophy Mage creates space to put "},{"insert":{"card-link":"Aven Mindcensor"}},{"insert":" back in"},{"attributes":{"italic":true},"insert":". "},{"insert":"If you'd prefer a flexible removal piece like "},{"insert":{"card-link":"Skyclave Apparition"}},{"insert":" or another tutor like "},{"insert":{"card-link":"Invasion of Ikoria // Zilortha, Apex of Ikoria"}},{"insert":" here, go nuts.\n\n"},{"attributes":{"color":"#e60000"},"insert":"Collector Ouphe"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#e60000"},"insert":"Dauntless Dismantler"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The death of Dockside Extortionist means that these are much less necessary now to slow down the win-out-of-nowhere Dockside loop meta that existed pre-ban. The loss of Cephalid Breakfast combo potential hurt us quite a bit, so I'd rather squeeze a little bit more gas out of the deck than try to slow down a handful of rocks and assorted random artifacts. Ouphe does shut off a lot of T&T wincons like "},{"insert":{"card-link":"Hazel's Brewmaster"}},{"insert":" and "},{"insert":{"card-link":"Swift Reconfiguration"}},{"insert":" so you may still want to include it.\n\n\nTesting/Meta Calls"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#e60000"},"insert":"Aluren"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This was a rough cut but I honestly believe it's the second-worst of the non-creature combo lines (Intruder Alarm, Cloudstone Curio, Aluren, Mana Breach/Overburden). Having multiple creature-only lines means we need to start shaving some of the enchantment combo lines. Density of creature tutors means those lines are easier to assemble, harder to interact with, and less telegraphed. Aluren suffers from allowing someone else to win over the top of you with a Thoracle/Consult combo. Other people are shaving Intruder Alarm, which is also a reasonable choice given the density of dorks (and Thrasios decks) in the current meta.\n\n"},{"attributes":{"color":"#e60000"},"insert":"Aven Interrupter"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I love this card. Cutting it made me sad. But holding up 1{W}{W} isn't always reasonable, and I'm not sure it really gets cast enough to be truly worth the spot.\n\n"},{"attributes":{"color":"#008a00"},"insert":"Volatile Stormdrake "},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#e60000"},"insert":"Gilded Drake"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Volatile Stormdrake"}},{"insert":" might be "},{"insert":{"card-link":"Gilded Drake"}},{"insert":" at home, but it doubles as removal in a pinch. The option to sacrifice whatever you steal is potentially useful to removal symmetrical stax pieces that are preventing us from doing our thing, and "},{"attributes":{"italic":true},"insert":"might"},{"insert":" be more relevant than stealing 5+ CMC creatures. Including both is also an option, but at the moment I only want one.\n\n"},{"attributes":{"color":"#008a00"},"insert":"Reverent Silence"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Reverent Silence"}},{"insert":" is an odd effect, but it's a free spell that kills all Rhystics, Mystics, Troubles, Smothering Tithes, Carpets, Sylvan Libraries, and the odd enchantment creature. Giving your opponents 6 life is generally pretty meaningless, and clearing the board of draw engines is pretty neat. "},{"insert":{"card-link":"Echoing Calm"}},{"insert":" is a similar effect but only hits all copies of one named enchantment and isn't free, so won't help if one opponent has a fish, one has a Rhystic, and one has a Smothering Tithe or something.\n\n"},{"attributes":{"color":"#008a00"},"insert":"Containment Priest"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Containment Priest"}},{"insert":" is a meta call. It shuts down "},{"insert":{"card-link":"Kinnan, Bonder Prodigy"}},{"insert":", it makes "},{"insert":{"card-link":"Sisay, Weatherlight Captain"}},{"insert":" pause briefly (as much as anything can), and if "},{"insert":{"card-link":"Winota, Joiner of Forces"}},{"insert":" sees play where you are, it'll shut her down as well. "},{"insert":{"card-link":"Weathered Runestone"}},{"insert":" is certainly better, but it doesn't advance "},{"attributes":{"italic":true},"insert":"our"},{"insert":" game plan. That said, it's a personal call to swap and I don't think playing Runestone is wrong, especially if Sisay and Kinnan are a big part of the meta you expect to see.\n"}]}
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