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Make as many reflections as possible. A cheap deck (paper under $50, MTGO under 10 Tix) intended to have fun, not to be competitive.

  • Copy/Clone (Goal: 8)
    • Copy is more efficient than cloning.
    • Bouncing and reflecting Alirios cost at least 4. If copying cost more than 4 without some other benefit, it is not worth it.
    • Copying has the added benefit of being able to send Alirios back to the command zone if we have no other options and can cast him next turn.
  • Bounce (Goal: 16)
    • 1: Bounces Alirios or defense
    • 2: Bounces Alirios and defense
    • 3: Bounces Alirios or defense, plus draw
    • 3: Bounces Alirios or defense, plus a creature
    • Anything costing more than 3 becomes difficult to cast Alirios that same turn. This is basically a lost turn (unless we get a hefty creature with the bounce).
  • Flicker (Goal: 4)
    • If less than 4, more efficient than bouncing.
    • Potentially less risky since it is like a bounce and cast all in one.
    • No potential for defense though.
    • Any single use costing more than 2 may not be as valuable as a bounce.
  • Pump (Goal: 8)
    • 3-4 mana to create a 3/2 token each turn is not a battle of attrition we are going to win
    • Adding a 4/2 or 4/3 each turn (retroactively as well) gives us a bit of a chance.
    • Combined with defensive bouncing, gives us a fighting chance on the defensive end of combat to dissuade aggressive acts whilst we reflect.
  • End Game (Goal: 8)
    • If we've survived this long, go all in.
    • Make a grand, ridiculous play, that's likely to be stopped, but spectacular if pulled off.
    • If we can eliminate one player or survive to be the last to be eliminated, that's a win.
  • :Draw (Goal: 8)
    • Avoid wasted turns spending all mana to draw a lot of cards that can't be played (because we ran out of mana).
    • The goal is to interact with Alirios and create a reflection at least once per turn and set up the next interaction for the next turn.
    • We'll need 3-4 mana on any turn to reflect.
    • Any draw spell over 3 mana probably doesn't fit.
    • Draw spells should draw 2-3 cards.
  • Mana Rocks (Goal: 8)
    • Mono Blue with many easy casting costs requirements (mostly single U, including Alirios).
    • Pick colorless options if more efficent.
    • Enters tapped may not be important. Just set up for next turn as long as we played Alirios (check this is true).
    • 2-3 cost for 1 or 4 cost for 2?
    • Rocks or Dorks?
  • Recycle (Goal: 3)
    • Prefer permanents to spells, since they may be harder to counter when actually used.

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

Problemas: A commander deck should contain exactly 100 cards, including the commander.

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

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