Prison/lockdown, no combo, wins by starvation.

I started playing Derevi over six years ago, somewhere around December 2013. For quite a long time it was a bunch of nonsense – I had some obvious things like Winter Orb, Hokori or Birthing Pod, but I was trying to pull into several different directions at once. I had a ton of counters and all sorts of removal, then I had a combo that didn’t even win (Peregrine Drake + DEN), after that I had a different combo that required a lot of mana and a bunch of less than optimal creatures (Survival + Llark/Karmic Guide/Mirror Entity/Venser), I had very cute, but very useless equipment like Diviner’s Wand... I could go on and on, it didn’t have much coherence anyway. I managed to win some games against weaker opponents, but the really good decks were an uphill battle.

Then one day I saw Glix’s list and his usual boasting about it. Like all his decks, it was a total glass cannon designed to prey on other glass cannons (“a million threats and no answers, because in multiplayer answers are bad, yo”); moreover, it was heavily skewed towards Partial Paris mulligans, which my playgroup have never used. The basic idea underneath was very sound though and I took a deep look to see what I could use in my deck.

I ripped my deck apart. I cut all cute, but unreliable cards, all the wacky combos, I lowered the mana curve considerably, added a ton of taxing effects and put together the all-in prison deck. To the surprise of exactly no one, it was much better than my previous version and I started to win a lot more. Through the next several months I purchased some missing pieces, experimented with various cards, tested and tuned until I came to something I could share with others without blushing too much. My list isn’t perfect by any means and there are several cards I’m not happy about, but it’s solid enough to crush casual decks and fight with the top dogs on equal terms.
  • Three duals, three shocklands, nine fetches: a cornerstone of every three-color deck. They’re just the best, not much to say here.
  • Command Tower, City of Brass, Mana Confluence, Thran Quarry: the best rainbow lands I can play. Due to Derevi activated ability and an abundance of mana dorks and other cheap creatures, Thran Quarry doesn’t really have a drawback in this deck.
  • Sea of Clouds, Bountiful Promenade, Rejuvenating Springs: they come into play untapped 99% of the time, but more importantly, they're always untapped in the first several turns (barring some serious shenanigans), when it's the most important.
  • Brushland, Adarkar Wastes: the next best color fixers after the above. They provide two colors each and always come into play untapped, which is very important.
  • Horizon Canopy, Waterlogged Grove: they come into play untapped, give me two colors of mana, play very well with my Mirage tutors and on top of that they act as protection from mana flood - what’s not to like?
  • Gaea's Cradle: it makes approximately a million mana, ‘nuff said.
  • One basic Forest: a concession to cards like Blood Moon, Back to Basics, Ruination etc. I’d rather not play any basics, but when I sit across a player that can drop turn two Blood Moon, I often fetch a basic Forest first just in case.
  • Gemstone Caverns: this deck is all about speed and tempo in the early game. Gemstone Caverns is yet another chance to catch up with other players’ explosive starts and the opportunity cost of playing two colorless lands is usually negligible.
  • Strip Mine: it’s here for cards that negate my whole gameplan (mostly Gaea's Cradle, Cabal Coffers, Mishra's Workshop and The Tabernacle at Pendrell Vale, sometimes also Valakut, the Molten Pinnacle). Don’t waste Strip Mine on random lands unless you’re sure you can really manascrew someone.
  • Mana Crypt, Sol Ring, Mana Vault, Mox Diamond, Chrome Mox, Lotus Petal, Elvish Spirit Guide: the best and cheapest early ramp that also works under Orb effects. I don’t care about card disadvantage as long as I can lock the board down.
  • Wild Growth, Utopia Sprawl: two ramp pieces that help under Orb effects and are great with Derevi untap triggers.
  • Carpet of Flowers: in like 90% of competitive games there's at least one blue opponent (usually more), so Carpet of Flowers produces a lot of mana, even under Orb effects.
  • Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Noble Hierarch, Birds of Paradise: the best and fastest mana dorks available (Boreal Druid makes only colorless, which doesn’t help me with turn two Derevi, so he’s out). They ramp, they work under Orbs, they can also attack and trigger Derevi when possible. A long time ago I even killed someone with commander damage by attacking seven turns in a row with Noble Hierarch out – it’s very rare, but possible.
  • Arbor Elf: slightly less reliable than the above, but with all the fetches and duals he usually gives me at least two different colors, sometimes all three. He’s also great with Wild Growth and Utopia Sprawl.
  • Bloom Tender: it’s the only ramp that costs more than one mana, but it’s the best ramp by a mile, hence the exception. I almost always have my commander in play, so Bloom Tender constantly taps for . Protip: you can cast Derevi, target the elf with her untap trigger, in response to the trigger tap Tender for three mana, untap Tender and then tap for three mana again. It enables the most explosive starts, especially if I managed to cast it on turn one via Crypt, ESG, Petal, Caverns or one of the moxen: things like T1 Tender into T2 Derevi + Grand Arbiter Augustin IV + Collector Ouphe or T1 Tender into T2 Derevi + Tangle Wire + Vryn Wingmare tend to win games pretty quickly.
  • Runic Armasaur, Edric, Spymaster of Trest, Loyal Drake, Sylvan Library: a draw package. Edric doesn’t have much of a drawback here, because with the amount of cheap creatures I run, I usually draw much more cards than anyone else.
  • Captain Sisay: a repeatable tutor with 12 targets in my deck. She’s not fast - four mana plus needing to survive a turn is asking quite a lot - but after turning online she’s just awesome. The usual sequence is grabbing Cradle with the first activation, swing with the team, untap Sisay and activate her again for whatever I need at the moment.
  • Judge's Familiar: it’s far from perfect, but I need a critical mass of fliers to reliably trigger Derevi and I also need a critical mass of disruptive creatures to keep my opponents in check while constantly attacking. Judge’s Familiar fits both bills – I tried Spiketail Hatchling for a while, but one extra mana makes a big difference.
  • Thorn of Amethyst, Thalia, Guardian of Thraben, Glowrider, Vryn Wingmare: the tax package that hurts most control/stax and blue-based combo decks pretty badly while being relatively harmless for me. The only problem are creature-based combo decks like Selvala or Yisan, which don’t care much for these taxes.
  • Lodestone Golem: another tax effect, but a bit weaker – many decks run a lot of mana rocks, which Golem doesn’t affect. It’s better against certain decks (like aforementioned Selvala or Yisan), but weaker against most of the field. It hits pretty hard though.
  • Sphere of Resistance, Grand Arbiter Augustin IV: the most effective taxes that hurt every opponent, no matter what they’re playing. GAAIV is obviously the best, because it helps me while disrupting others.
  • Trinisphere: the best or the worst tax, depending on the situation. It’s obviously great when dropped turn one or two, but in late game it’s often redundant to other tax effects and/or negated by mana development. Explosive openings aside, there are two situations when Trinisphere shines. The first is when I drop Orb effects or Stasis – adding Trinisphere to that mix reduces the threat of breaking my lock with Nature's Claim, Swords to Plowshares, Snuff Out or whatever to a minimum. The second is when I play against decks that don’t care much about my taxes, such as Mizzix of the Izmagus, Narset, Enlightened Master, Ezuri, Renegade Leader, or anything with Omniscience – they can have every cost reduction they want, but Trinisphere still says “pay three for that”.
  • Collector Ouphe, Stony Silence, Kataki, War's Wage: the anti-artifact package. The first two are very effective, some decks (like Teferi or Breya) are heavily crippled under these effects. Kataki is less effective, but still worth playing – he can also attack when needed and he’s one of the few ways to get rid of my Mana Crypt when I’m at low life.
  • Aura of Silence: yet another tax piece with an option of being a point artifact/enchantment removal. A bit narrow, but serves its purpose. It’s also one of my two outs to resolved Humility.
  • Deafening Silence: slows most opponents down pretty hard when dropped early, but even in the late game it stops many combos like Dramatic Scepter, Chain Veil Teferi etc.
  • Reclamation Sage: a necessary evil. Artifacts can be shut down by Stony Silence & Co., but I need a fast way to eliminate enchantments as well. There are some that need to die as soon as possible – if someone resolves an early Survival of the Fittest, Food Chain or even Cursed Totem etc., a single Aura of Silence is often not enough to deal with them (especially because I have way more tutors for creatures than for enchantments). Yes, Nature's Claim exists, but with all my taxes it costs two or three anyway, it doesn’t leave a body to attack with and most importantly, it isn’t tutorable.
  • Winter Orb, Hokori, Dust Drinker, Rising Waters: the backbone of my primary gameplan, which is cutting my opponents from their mana and not letting them cast anything.
  • Stasis: the hardest of my locks, but also the most difficult to sustain. Basically I need Nature's Will, Sakashima the Impostor or Scryb Ranger with Tropical Island to keep it on board, but if I manage to do so, I almost always win.
  • Tangle Wire: a great way to slow my opponents down and buy me some time to lock the board. Works wonderfully with Stasis and Orb effects.
  • Root Maze: a perfect complement to all Orbs, Stasis or a Tangle Wire. You can also play it just to slow the opponents down: T1 mana dork into T2 Derevi + Root Maze is often a very reasonable play.
  • Nature's Will: being a 4CMC noncreature spell is a bit awkward, but this one is well worth it. It breaks all Orbs and even Stasis effects in half, it basically doubles my mana and it’s the most efficient way to tap my opponents down.
  • Birthing Pod: it slices, it dices, it does everything – it even made me a coffee once when I managed to activate it four times on the same turn. It’s one of the best, if not THE best card in this deck, because with Derevi untap ability I can use it multiple times per turn. Most of my best creatures cost four mana, so I can fetch them one by one just by sacrificing Derevi and replaying her again. I can also turn my excessive mana dorks into things like Gaddock or Thalia, I can turn Venser into Willbreaker etc. – the world is my oyster.
  • Enlightened Tutor, Green Sun's Zenith, Worldly Tutor, Eladamri's Call: a cheap tutor package to get whatever I need at a given time.
  • Swords to Plowshares, Cyclonic Rift: I don’t need much of removal because my whole gameplan is to keep my opponents from casting spells, but sometimes something slips through the cracks and has to be dealt with.
  • Mana Drain, Counterspell, Fierce Guardianship: the cheapest hard counters I can reliably run. Make no mistake: I’m not trying to play control, these counters are mainly for protecting my locks in mid to late game.
  • Mental Misstep: narrow, but great. In early game it counters most of the good ramp (from Sol Rings and Mana Vaults to mana dorks, even Carpet of Flowers, Exploration or GSZ on 0), later on it counters many good tutors (Mirage ones, Vampiric, Imperial Seal, Gamble) plus random things like Reanimate, Goblin Welder, Skullclamp or Sensei's Divining Top. Last but not least, it also counters various cheap removal trying to break my locks: Swords to Plowshares, Nature's Claim, Vandalblast or Chain of Vapor.
  • Glen Elendra Archmage: probably the best counterspell in my deck. It’s a creature, so most of the taxes don’t apply to her; it’s 4CMC, so it can be fetched with Pod by sacrificing Derevi; it attacks in the air, it can be used twice and most importantly, it’s pretty hard to deal with, because typical counterspells can’t counter her activated ability.
  • Venser, Shaper Savant: a Swiss army knife that can be used either as a counter or as a removal, depending on the situation. It’s also a body that can attack, a 4CMC creature to get with Pod and the best way to get my commander back when she’s stolen by Gilded Drake.
  • Scavenging Ooze: a silver bullet against decks that try to abuse the graveyard. It’s also one my two only ways to gain life, which is rarely relevant, but helps a bit with Crypt, Pod, Library and so on.
  • Hullbreacher: an anti-combo machine that shuts down all kinds of stuff - from Brainstorm to Mystic Remora, from Wheel of Fortune to Timetwister, from Thrasios, Triton Hero to Jin-Gitaxias, Core Augur and so on. It doesn't cover all the bases (notable exceptions include Necropotence and Ad Nauseam), but covering most of them is still good enough.
  • Aven Mindcensor: a disruptive flier with flash, which is basically the perfect combination. It stops tutors, land ramp, even fetches, which is kind of hilarious.
  • Hushbringer: another disruptive flier, also a silver bullet against creature decks that try to abuse ETB effects (Karmic Guide + Reveillark, Palinchron + DEN, Melira + Redcap and the like) or death triggers (like Academy Rector, Blood Artist or Protean Hulk).
  • Linvala, Keeper of Silence: yet another disruptive flier, but much more important due to her unique ability. She stops all sorts of creature based combos (Thrasios, Viscera Seer, Yisan, Palinchron, Prossh, Urza, what have you), but she also turns off enemy mana dorks, which is amazing in conjunction with Orb effects.
  • Drannith Magistrate: he serves two very important purposes. The first and most important is preventing my opponents' commanders from being cast. The other one is turning off several graveyard recursions (Yawgmoth's Will, Underworld Breach, Kess etc.) and various things like Elsha or Bolas's Citadel. As a bonus he turns off the Food Chain combo as well.
  • Gaddock Teeg: one of the most important creatures here. A bane of many blue-based combo and stax decks – some of them (i.e. Narset or Teferi) can't really win until they remove the mighty kithkin from the table, so getting him onboard is often a high priority.
  • Willbreaker: doesn’t do much against spell-based decks, but it’s awesome against creatures. I’ve stolen with him all sorts of things, from mana dorks to huge monsters like Sheoldred, Void Winnower or Consecrated Sphinx. Under normal circumstances one removal spell would negate all my stealing, but that’s why we play taxes, counters and various lock pieces.
  • Phyrexian Metamorph: its main purpose is copying my taxing effect, usually without being taxed himself. He’s a creature, so Thorn of Amethyst, Glowrider and Vryn Wingmare don’t affect him, he’s also an artifact, so Lodestone Golem doesn’t affect him either (neither do Thalia or Grand Arbiter, but those are legendary). You may also copy Tangle Wire – even if it has zero fading counters, the copy will come into play with four. It’s also 4CMC creature that you can fetch with Pod, and there’s nothing wrong with copying opponents’ things too, if it suits me at a given moment.
  • Sakashima the Impostor: he’s here mostly for copying Derevi and doubling her tap/untap triggers, which leads to all sorts of shenanigans. He copies Derevi like 85% of the time, in 10% of cases he copies Grand Arbiter and only in 5% of cases something else.
  • Scryb Ranger: fliers with flash are always welcome, but that’s not enough to warrant a slot. I’m running him for two more reasons: one, he can serve as a temporary mana burst (untap my mana dork, return tapped forest and play it again), and two, with Tropical Island he can break Stasis. On rare occasions he can also enable pretty hilarious plays – yesterday I won a game in which I’ve been stealing creatures with Willbreaker once per every opponent’s turn thanks to Scryb Ranger activated ability.
If Commander games were constricted by tournament clock, this deck would be hardly playable, because the most common win comes by concessions. I lock down the board, they can't do anything and slowly die by taking several points of damage per turn – when they have enough and realize that I won't let them break my lock, they concede and move to the next game. There's no combo here and no way to end the game quickly – I just starve my opponents to death. There are some rare cases when I amass a big army and kill the table in a few swings or deal 21 points of commander damage, but these cases are few and far between.
The most common lock is Winter Orb/Hokori, Dust Drinker/Rising Waters plus a tax effect (Thalia, GAAIV, Sphere etc.). I tap my opponents' lands every turn by attacking with creatures and using Derevi triggers, their spells cost more to cast, their life is hard, mine is easy. Against casual decks this strategy is often enough, but competitive decks can break it in several different ways, so I usually need more.

The easiest route is adding other tax effects. When their spells cost not one more, but three or four mana more, and they can untap only one land per turn, it's pretty hard to cast anything. However, most competitive decks pack either a lot of mana rocks or a lot of mana dorks (sometimes both), which aren't affected by Winter Orb & Co. – that's what Collector Ouphe, Stony Silence, Kataki and Linvala are for. Aven Mindcensor, Tangle Wire and Root Maze help to slow them down, and there's Gaddock Teeg, which is amazing against combo, stax and most heavy blue decks in general.

Much harder, but much more rewarding route is a Stasis lock. The infamous seesaw is very hard to play around, because no amount of mana rocks or mana dorks would break it (things like Seedborn Muse won't help here either) – there just aren’t any untap steps anymore. The problem is that I don't have an easy way to break it as well. Sure, I can attack and untap my creatures with Derevi triggers, but I have to pay one blue mana every turn to keep Stasis onboard and I don't tap down my opponents – they can just play a land each turn until they have enough to destroy or bounce Stasis. I need to have something more and there are only three ways to break it in my deck: Nature's Will, Sakashima the Impostor (copying Derevi for double triggers) and Scryb Ranger (with Tropical Island to bounce and play again).

There's a possibility to establish an actual hard lock, but it requires several pieces and happens only once in a blue moon. I need to have Stasis, a way to break it (Will/Double/Ranger) and Root Maze. If I tap my opponents down, the only way to generate any mana under that is SSG/ESG, so adding something like Grand Arbiter Augustin IV or Sphere of Resistance into the mix puts all hopes away.
This deck has many different combination of cards that are hardly synergistic. I'm playing four cards that are uncastable under my own Gaddock Teeg. I'm playing nine fetches and Root Maze. I'm playing like three dozens 0/1/2-drops and Trinisphere. I'm playing counterspells and seven tax effects. I’m playing Hushbringer and two creatures with ETB triggers, not to mention Derevi herself. I'm playing seven artifacts with activated abilities and Stony Silence/Collector Ouphe. I'm playing Spirit of the Labyrinth with four different draw engines. The thing is, I just don’t care.

There are three reasons for that. First: all these Teegs, Mazes, taxes and so on are way more annoying for my opponents than for me – I have a very low mana curve, my commander can untap my lands when needed, I don’t rely on my artifacts too much, uncastable cards can be replaced in most cases by something else etc. Second: most of them are at least partially negated by Derevi, which is virtually immortal – commander tax doesn’t apply to her and she’s uncounterable, so I can replay her over and over again when needed. Third: some of these nonbos are silver bullets aimed at specific decks, so I don’t have to play them if I don’t need to.

The only nonbos that are actually pretty annoying involve Birthing Pod, which is probably the best card in this deck. Just three weeks ago I lost a game that I would otherwise win because I couldn’t cast Birthing Pod and find the lacking lock piece – I had Gaddock Teeg on the table. It’s painful, sure, but overall well worth it: I have won way more games thanks to Teeg, Collector Ouphe and Stony Silence than I have lost because of useless Pod.
There are a few very annoying cards that can throw a big wrench in my works. First one is Elesh Norn, Grand Cenobite – it’s one-sided wrath against me and I can’t really win unless I do something about her. I have to either counter her (or rather the reanimation spell aimed at her) or get her off the table, although I had a game recently when I simply copied her with Phyrexian Metamorph and it bought me enough time to assemble a Stasis lock.

Another one is Gilded Drake stealing my commander, which is a disaster – this deck relies very heavily on Derevi and can’t operate properly without her. Gilded Drake is very popular in my meta, so I have to be prepared – apart from counterspells I have Phyrexian Metamorph, Swords to Plowshares, Venser, Cyclonic Rift and sometimes I even catch the pesky thief with his pants down by playing Hushwing Gryff in response.

Yet another annoying little bugger is Peacekeeper, which turns off my entire gameplan. Like with Elesh Norn, I have to get rid of him in order to function properly. Easier to deal with than the Praetor (he doesn't wipe my board and often bouncing him away for a turn is enough), but still very annoying.

The fourth one is Humility, which turns my whole deck into a pile of useless cardboard. Fortunately it’s a four-mana enchantment, so unless it’s being cheated into play by something like Academy Rector, I can usually prevent it from hitting the table. If it hits though, I have only two ways to remove it: Cyclonic Rift and Aura of Silence.

Finally there is The Tabernacle at Pendrell Vale – it cuts me off my mana, doesn’t let me develop my board and often kills some of my creatures. It’s a land, so it’s uncounterable and pretty hard to remove – I have to find either Strip Mine to destroy it or Gaea's Cradle to negate its effect. Fortunately, nobody in my meta owns a Tabernacle yet, so as long as I’m staying home, I’m safe.
  • Mulligan very aggresively. I have a very low curve and a ton of cheap ramp – two-land hands are usually perfectly keepable, even some one-landers will do just fine. Every seven-card hand without anything to play on turn one is an instant mulligan.
  • The importance of colors obviously depends on the content of my hand, but it usually goes like this: **>** **>** . If you're not sure what to fetch on the first turn, Savannah is the safest bet.
  • This deck has a great early game and can establish a lock very fast. However, if I go to the late game and someone manages to break my lock, I’m often screwed – I don’t run powerful, high impact cards that can turn the tides and bring me back in the driver’s seat singlehandedly, I have to put my pieces together one by one. That’s why you have to be fast when playing this deck: no durdling around, no wasting time for value, just lock them down as soon as possible.
  • If you have to choose between, say, turn three Grand Arbiter Augustin IV plus Kataki, War's Wage and turn three Loyal Drake plus Edric, Spymaster of Trest, playing disruption first is almost always correct.
  • Sol Ring and Mana Crypt are much worse here than in most decks (especially the Crypt – I’m aiming for a long game of starvation and between Crypt, Sylvan Library, Phyrexian mana and various painlands I can sometimes accidentally kill myself). Colored mana is crucial for playing turn two Derevi and these rocks provide only colorless. If you have two lands, a mana dork and Sol Ring, it’s often correct to start with a dork, unless you have something powerful to drop (like T1 Thorn of Amethyst or T2 Lodestone Golem).
  • In most cases it doesn’t make much difference what I’m going to imprint under Chrome Mox, because the vast majority of my deck is interchangeable. I try to avoid imprinting lock pieces if possible, but sometimes I just have to do it. The only cards both very important and not interchangeable are Linvala, Keeper of Silence and Gaddock Teeg, so I’d rather keep the mox rotting in my hand than imprint the angel.
  • Sacrificing a creature with Birthing Pod is a cost, not an effect – you can sacrifice Derevi, put her in command zone and in response to the search ability flash her into play again. This way you can find Sakashima the Impostor and still make him a copy of Derevi.
  • You can turn Trinisphere off by tapping it on your upkeep with Tangle Wire, then cast your spells as normal, attack and use Derevi trigger to untap and turn it on again.
  • Force of Will? I would love to, but my blue cards count is too low, I simply don’t have enough of pitch fodder.
  • Gilded Drake? This deck relies heavily on connecting with creatures to enable Derevi tap/untap triggers, which is why fliers are at a premium. Giving my opponent a 3/3 flier for blocking purposes is the last thing I want.
  • Swan Song? See above.
  • Pact of Negation? I’m operating on a very low mana count, I’m also playing multiple Orb effects and I could easily die to my own upkeep trigger.
  • Sword of Feast and Famine? I’ve played it for quite some time, but it’s very clunky: costs three to cast (actually more like four or five due to all the tax effects I run), two to equip and if someone has removal or bounce, I’ve just timewalked myself. It’s also not really needed, because my commander breaks Orb effects all by herself. Yes, Sword was the fourth way to break Stasis, but even then it required a lot of hoops to go through – equipped creature has protection from green and thus from Derevi untap trigger, so I needed at least two attackers and one of them was unable to attack every other round, because I had to move the sword after every swing. There are easier and cheaper ways to do it, so I ultimately cut it and never looked back.
  • Static Orb? Unless my opponents are heavy on mana rocks or mana dorks, it’s worse than Winter Orb & Co., because it lets them untap two lands per turn. Attacking under Static Orb isn’t easy as well, because Derevi alone is not enough to fully break it, I need something else. Static Orb actually had a place in my deck for quite some time, mostly for redundancy reasons, but ultimately there are better cards to play than this.
  • Elesh Norn, Grand Cenobite? I used to play her as well. Elesh Norn is awesome against mana dorks, prevents many creature-based combo decks from going off (Najeela, Prossh, Flash Hulk etc.) and speeds up your clock significantly. There are two problems with her though. First: she costs seven mana, which is a lot. Without something like Survival + Loyal Retainers (and I tried it too – it’s not worth the hassle) she’s not easy to cast, especially in the early game. Second and much more important: if someone takes her via something like Gilded Drake or Reanimate, it’s an absolute disaster, and these spells are pretty popular in my meta, especially the drake. I’d rather not play the mighty Praetor at all than risk facing her on the other side of the table – she’s just that dangerous.
  • Chord of Calling? It went in and out of my deck every couple of weeks, depending on what I was currently testing, but for now it's out. It's the most powerful of my tutors, but also the most expensive one – doesn’t work well under all my taxes and doesn’t work at all under Gaddock Teeg. Besides, I need my creatures to either tap for mana or to attack my opponents for Derevi triggers, so keeping them untapped for convoke purposes is often very awkward.

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Date added 8 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

70 - 0 Rares

14 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 2.14
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