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The idea is to play Jegantha as the companion (101st card). Ramp the first 3 rounds and try to play Tom with Jegantha. From then, spill out more and more Sagas. I wanted to concentrate on mainly having a lot of Sagas, just for the fun of it.
Initially sagas were selected based on the Jegantha Companion requirements (no card in your starting deck has more than one of the same mana symbol in its mana cost), then I removed some weird or tribal ones that will not fit well, the remaining ones are in the Maybeboard and are explained below. At the moment, except the "Fixed Sagas", the idea is to shuffle the remaining "Shuffle Sagas" and randomly select them. I sorted out remaining sagas to the Maybeboard, reasons are written below.
From current testing, weaknesses:
- In the early game, too many +1/+1 for almost no creatures to put them on.
- Sagas resolve almost too quickly, leading to Tom often not having indestructible and hexproof.
Card selection comments:
- Hex Parasite is out because it is expensive ($), and removing counters is not always that helpful.
- Fable of the Mirror-Breaker and Urza's Saga are out because of being too expensive, only Mirror-Breaker might fit anyway.
- We don't use the Praetors, for one part due to Jegantha color restrictions, but also because they only transform to Sagas later and not much other synergy.
Cards from the Maybeboard worth mentioning:- Karn's Bastion
- Sanctum Weaver (can replace Ilysian Caryatid)
- Weaver of Harmony
- Generous Gift
- Hex Parasite
- In the Darkness Bind Them (also $)
It might be worth it to drop the Jegantha companion after all, to be able to play some of those (quite good) cards:
- Eidolon of Blossoms
- Kiora Bests the Sea God
- There and Back Again
- One Ring to Rule Them All
- Firja's Retribution
- The Elder Dragon War (we can "Read ahead" and skip I, if needed)
Possible card draw and cost reducers for which we need to find a good balance, [x] shows current selection:
Card Draw:
- [x] Setessan Champion (even works with Tom's or Zur's ability)
- [x] Sythis, Harvest's Hand
- Satyr Enchanter
- Femeref Enchantress (on sacrifice, $)
- Enchantress's Presence
Reduce cost:- [x] Jukai Naturalist
- [x] Herald of the Pantheon
- Starfield Mystic
Mana base:
- It's complicated if you don't want to spend all your money on it. For speed, around 25 lands should enter the battlefield untapped, or at least conditionally untapped. Everything else needs to be as good as possible in terms of fixing.
Mana Ramp sagas to consider for Mana Ramp/Fix, in order of early-game advantage:
- {1}{G}, I + II: Song of Freyalise temporary gives your creatures {T}: Mana of any color
- {1}{W}, I: The Birth of Meletis tutors a basic plains card to your hand
- {2}{G}, I: Jugan Defends the Temple creates a {T}: {G} mana dork (Monk)
- {2}{W}, I: The Restoration of Eiganjo tutors a basic plains card to your hand
- {2}{G}, I: The Weatherseed Treaty tutors a basic land tapped onto the battlefield
- {1}{G}, I: Azusa's Many Journeys allows an additional land play (lucky if you have another in your hand at the time you get this saga)
Slow / later game:- {R}{G}, II: Arni Slays the Troll gives 1x {R} once
- {3}{G}, I: Boseiju Reaches Skyward tutors two forests
- {3}{B}, II: Oath of the Grey Host creates a Treasure token
- {1},{B}, III: Life of Toshiro Umezawa becomes a {T}, pay 1 life: {B} mana dork (Human Samurai)
- {2}{B}{G}, II: Binding the Old Gods tutors a tapped Forest onto the battlefield
- {3}{G}{B}, II: Song of Eärendil creates a Treasure token
Card Advantage sagas:
- {1}{U}, I: The Modern Age draws one, discards one
- {2}{W}, I: Love Song of Night and Day makes opponent and yourself draw two
- {3}{U}, I+II: The Bath Song draws two, discards one
- {3}{U}, II: Inventive Iteration draws one card (or recovers an artifact)
Slow / later game:- {2}{R}{W}, I: Showdown of the Skalds does an exile/cast combination
- {1}{U}{B}, II: King Narfi's Betrayal does an exile/cast combination
- {3}{G}{B}, I: Song of Eärendil scrys 2 and draws two
- {2}{U}, III: Scroll of Isildur draws most probably >2 cards for tapped creatures (it stuns two in II)
- {2}{W}{U}{B}, III: Birth of the Imperium draws two cards for each opponent with fewer creatures
- {3}{U}{B}{R}, II The Horus Heresy: Draws 0-3 cards
Sagas moved to the Maybeboard which might be still good, but don't have that much synergies, reasons are given:
The Antiquities War (artifacts synergy, but maybe mana artifacts as 5/5 is not bad)
Michiko's Reign of Truth (artifacts + enchantments - we might have sufficient of them out simultaneously, but otherwise it's just "okay")
Waking the Trolls (lands)
In the Darkness Bind Them (just because it is too expensive to buy at the moment and unsure if it is worth it)
The Bloodsky Massacre (Demon Berserkers)
Forging the Tyrite Sword (needs equipments in the deck)
Birth of the Imperium (III: sufficient amount of creatures needed)
Teachings of the Kirin - not that useful/value in this deck
Founding the Third Path (instants / sorceries)
The Mirari Conjecture (instants / sorceries)
The Dragon Kami Reborn (hatching counters and dragons)
Of Herbs and Stewed Rabbit (III food tokens)
The First Tyrannic War (I no X-spell creatures, but might still be ok)
The Fall of Lord Konda (II - how often does this help us? it doesn't synergize at least)
Book of Mazarbul (Amass Orcs - in this deck it will essentially be a 3/3 only)
The Raven's Warning can pull cards from outside the game, but usually that's not accepted in "Commander"
The Three Seasons (Snow permanents)
Hidetsugu Consumes All (Risk involved)
Chainer's Torment (Risk involved)
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