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Gameplan

  1. Play [[Ivy, Gleeful Spellthief]].
  2. Circumvent the "legend rule" to allow copies of [[Ivy, Gleeful Spellthief]] to be created.
  3. Make as many copies of [[Ivy, Gleeful Spellthief]] as possible and somehow win the game.

Getting around the "legend rule"

To make getting one of these cards easier,

Copy effects

Creatures
Creatures are important to this deck because the best way to start the game off is by playing [[Ivy, Gleeful Spellthief]] and then casting a spell on a non-[[Ivy, Gleeful Spellthief]] creature to get 2 copies of the spell. For this reason, there are many creatures in the deck.

Early Turns

  • The best start involves a 1-mana mana dork and a 1-mana card draw spell. Turn 1 involves playing a land and a mana dork. Turn 2 involves playing [[Ivy, Gleeful Spellthief]] and using the mana dork to cast a card draw spell. This sets up turn 3 with 4 mana, the commander in play, and a full hand of 7 cards after playing a land.
  • The deck is very color-hungry, especially early on. [[Plaza of Heroes]] helps get the ball rolling with colors.
  • [[Boreal Druid]] has been omitted since the colorless mana really messes up these early turns. Overall, ramp is not very prioritized because this deck is not trying to reach large amounts of mana.

Draw spells
There are many targeted draw spells that can become powerful when copied. 1-mana instants are prioritized.

Notable interactions

Side-/Maybeboard Thoughts
There are many redundant pieces in the side-/maybeboards. The balance is hard to see.

  • For example, getting around the "legend rule" is tantamount to this deck's strategy, but [[Mirror Gallery]] is still in the sideboard for now.
  • Pump cards like [[Become Immense]] aren't in the deck right now on the thought that generating many copies of [[Ivy, Gleeful Spellthief]] with a single counter on them will kill people already.
  • There are other draw, protection, and ramp options that just didn't all fit.
  • Cards that double tokens seem cool, but it's probably too much setup. Getting multiple non-legendary copies of [[Adrix and Nev, Twincasters]] and then trying to create more and more of them sounds really cool, but it's just too much of a stretch.

Banquillo

Cartas Posibles

¡Este mazo no parece ser legal para EDH / Commander!

Problemas: Necesitas entre 0 a 15 cartas en tu banquillo.

Turno: Your life: Opponent's life: Poison counters:
Mano (0)
Library (0)
Graveyard (0)
Exile (0)
Board (0)

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Notes

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Counters

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Actions

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Probabilidad combinada

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Calculo personalizado

¿Si juego una carta veces en mi mazo de ? cartas, cuan probable es robarla veces?
  Nombre Mano Turno 1 Turno 2 Turno 3 Turno 4 Turno 5 Turno 6 Turno 7 Turno 8 Turno 9 Turno 10

Probabilidades adicionales

Integrar en foros o sitios web

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Enlazar a este mazo

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