Maybeboard


Hanna employs pillowfort enchantments to protect her until she can get a combo online and win. This deck tries to keep the number of spells its general can't recycle to a minimum--so, instants and sorceries are low. The few that are in here can be reused with Mistveil Plains.

Typically, Hanna won't make an appearance on the table for the first few turns. Here, it's more vital to ramp up and build our defenses. Propaganda and Ghostly Prison are great, but Sphere of Safety is the all-star here. Once things get going (and even more so with Enchanted Evening out), it becomes nigh-impossible for anyone to attack us without getting rid of either enchantment first. If they do, hopefully we have Vedalken Orrery out. With enough mana, Hanna can get whatever they destroy back and we can put it right back into play.

Behind Sphere of Safety and Enchanted Evening, Hatching Plans is a very important enchantment. Claws of Gix, Despotic Scepter... We have a couple of ways to kill it and draw off of it, only for Hanna to bring it right back to do it again.

C-C-Combos!

Basalt Monolith + Rings of Brighthearth : Rings of Brighthearth makes combos. Pay 2 and 1 life when you crack Flooded Strand to put Hallowed Fountain and Tundra onto the battlefield. Pay 4 when you sacrifice Expedition Map to put two lands into your hand. For three mana, you can use Voltaic Key to untap twp artifacts (or untap the same one twice, whatever). Draw two cards with Mind Stone, exile more stuff with Parallax Tide/Parallax Wave. Untap Hanna twice with Minamo. Tutor twice with Tolaria West. Destroy more with Seal of Cleansing. Gain more life with Claws of Gix/Phyrexia's Core. Destroy more with Arenson's Aura/Teferi's Care. Remove six cards from an opponent's library with Jester's Cap. Control two player's turns with Mindslaver. Tutor twice with Tezzeret. Draw more with Memory Jar. There is way too much you can do with this card, but the best thing is making infinite mana. Tap Basalt Monolith for 3, pay 3 to untap it and 2 more for Rings of Brighthearth, copying the untap ability. With that on the stack, tap it in response and repeat. It's a net gain of 1 mana each time, so... there you go.

Hanna, Ship's Navigator + Mindslaver : It only costs 13 mana to effectively lock one opponent out of the game. If we're playing 1v1 or have managed to outlast the other opponents, this is effectively the game.

Enchanted Evening + Opalescence : There's a lot of mana rocks in this deck. With them out, we can pretend to cast Armageddon and turn all lands into 0/0 creatures. If an opponent has an anthem out, that sort of shuts this down though...

Memory Jar + Metalworks: This isn't really a combo, but it is fun. For seven mana, you get two Memory Jars. Activate one and then immediately activate the other. If you have ten more mana, have your general bring it back and do it again. Who doesn't love drawing twenty-eight cards in a turn? And if you have to discard down, who cares? Artifacts and enchantments in your graveyard might as well just be in your hand with Hanna on the battlefield.

Arenson's Aura + Enchanted Evening / Enchanted Evening + Teferi's Care : Arenson's Aura and Teferi's Care are the same card. With either out and Enchanted Evening making every permanent into an enchantment, we have the ability to sacrifice a permanent to destroy a permanent. The odds are pretty good that whatever we sacrifice, our fearless leader will bring back soon.

Spell Crumble + Tunnel Vision: Counter a spell--any spell, but remember which one. It goes to the bottom of their library. Cast Tunnel Vision and name whatever you countered. They will mill until they hit in.

Opalescence + Parallax Wave : Here's how it normally goes: I announce that I'm comboing off and inform the table that they can go ahead and exile all creatures and enchantments that I don't control. All of my opponents get a confused look on their face. I explain to everyone what I'm doing. The same player every time (Hi, Bobb!) will say, "It doesn't work like that." I sigh dejectedly and point out that we have this discussion every time I do this. I point out that I remove all but one counter from Parallax Wave. With those activations on the stack, I remove the last counter to exile itself, since Opalescence is making it a creature. That resolves it's "bring things back" trigger, which brings itself back into play as a new copy of Parallax Wave. The other activations resolve, exiling whatever I didn't like. Because the card that originally exiled them is gone, there is no return to play trigger for them. They stay in exile. Bobb will then say it doesn't work like that. He will look at the cards. He will Google this. He will admit that it does work this way and complain about the stack. Most players will scoop. The stubborn ones will stay in. I will feel bad about abusing this combo and resign myself to not playing this deck for a while. When I get over my guilt and break it out, everyone will have forgotten how this combo works, and we'll be right back to square one. For added fun, Opalescence + Parallax Tide + Parallax Wave allows me to exile everyone else's lands. Enchanted Evening + Opalescence + Parallax Wave allows me to exile everyone else's permanents.

Claws of Gix + Oblivion Ring : If, for some reason, you're not able to execute that last combo, here's a more convoluted version of it. Cast Oblivion Ring. As it enters the battlefield, exile a nonland permanent. Now sacrifice it to Claws of Gix. Whatever you just exiled? It's gone for good. It doesn't matter that Oblivion Ring left the battlefield--we didn't get to that part. See, grammar is important. There's a reason they started wording cards like Prison Realm differently: to prevent jerks like us from abusing the stack. See, that Oblivion Ring's texts is two sentences is important. We fulfill the first part and can then interact with the card, effectively preventing the rest of it from ever mattering. Thanks to Claws of Gix, the card is no longer there. We no longer care what it says.

Targets

It's hard to know what we'll search for at a given time. This will always be situational. Sure, Sol Ring is an amazing card, but if your starting hand had Rings of Brighthearth in it, maybe you're going to have Tezzeret go fishing for Basalt Monolith. Still, let's aim to break down some of the best targets of our tutors.

Fabricate: Easily one of the best cards in this deck, Fabricate turns into anything Hanna needs. If we have part of our Basalt Monolith + Rings of Brighthearth combo, this will get the other part. It can become a Memory Jar if we need a draw engine. It can be Vedalken Orrery or Claws of Gix. It can become Steel Hellkite for when the token deck across the table is getting crazy.

Idyllic Tutor: Being able to grab any enchantment in the deck makes this card amazing. It's Sphere of Safety when we have everything else. It's the other half of our combo piece when we're rocking Opalescence but need Parallax Wave. It's Enchanted Evening in a pinch, or Hatching Plans when we had Claws of Gix in our starting hand.

Enlightened Tutor: This card is Fabricate and Idyllic Tutor, but cheaper and with the caveat that it doesn't go to our hand. Whatever we would have tutored for with either of them is viable here.

Tolaria West: Tolaria West can obviously snag us any land we want, but it can also grab of our 0CMC artifacts, such as Claws of Gix, Mox Diamond, Mox Opal, and Tormod's Crypt. If we're in a pinch and need them, that's a hot play. The Moxes are going to look like the sexier targets, but don't overlook Claws of Gix, easily one of the best cards in this deck. Together with Hatching Plans, that card is a draw engine. If we notice an opponent is using their graveyard as a second hand (that's our job), Tormod's Crypt can stop their shenanigans.

Expedition Map: While it may seem like there are no better lands in this deck than Tundra and Command Tower, those might not always be the main target. If Rings of Brighthearth is out and mana isn't an issue, I would fetch a fetch land: Scalding Tarn can suddenly be used to grab two Islands and put them into play. You can grab Tundra AND Hallowed Fountain--or two Islands, if both are already available. That's two Islands less that you'll be drawing at the start of your turn, potentially making your draws all the better. Weirdly enough, Expedition Map can also grab some artifacts, as we stated a moment ago.

Tezzeret the Seeker: The lone Planeswalker in the deck is here primarily as a tutor. The moment he enters the battlefield, he can grab us any artifact with a CMC of 4 or less (though, grabbing a 4CMC artifact right from the start will be suicide for Tezzy). With a little time invested into him, he can eventually get us bigger things, but we want to focus on what to grab the moment he comes out... If mana is an issue, Sol Ring. Every time. If we already have either half of the Basalt Monolith + Rings of Brighthearth combo, he will go grab the other. If you're okay with Tezzeret going on a suicide mission, Vedalken Orrery has saved us over and over again. Claws of Gix is always a good target (and doesn't cost any loyalty to retrieve!), while mid-to-late game, Expedition Map shouldn't be overlooked, as Hanna can use it to thin out out deck.

Trinket Mage: What can be said that wasn't just said about Tezzeret's targets? Sol Ring is an obvious choice when we want mana, while Claws of Gix and Expedition Map are also valid options. Sensei's Diving Top is another all-star.

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Date added 4 years
Last updated 3 years
Exclude colors BRG
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

43 - 0 Rares

25 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.18
Tokens Copy Clone, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
Folders EDH
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