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Makin' Copies With Riku of Two Reflections

Commander / EDH Landfall RUG (Temur) Tokens Wizards

MTGBurgeoning


We're laying down the framework for a Riku of Two Reflections EDH/Commander deck focusing on copying creatures with valuable enter-the-battlefield triggers (token generators) as well as game-winning instant and sorcery spells. Riku of Two Reflections is a mana-hungry Genera/Commander and we want to be certain we can feed him the mana necessary to copy our spells.

The following 12 cards are considered imperative for the purposes of this deck. Here is an MTG Burgeoning YouTube video discussing the first dozen spells added to the deck:
  1. Earthcraft: Riku of Two Reflections will require a lot of available mana in order to cast and copy our instant and sorcery spells as well as creating copies of our non-token creatures as they enter the battlefield. As our deck will lean toward a token theme, including Earthcraft establishes an outlet for additional mana provisions. Earthcraft is far superior to Cryptolith Rite in that summoning sickness is not an obstacle to its activation. If Deranged Hermit enters the battlefield under our control and creates four 1/1 green squirrel creature tokens, then each of these five creatures can tap to activate Earthcraft immediately. With Cryptolith Rite, we would need a haste-enabler or wait until our next turn in order to utilize it. Earthcraft synergizes extremely well within the space of this deck and easily warrants its inclusion in this Riku of Two Reflections build.

  2. Tooth and Nail: Tooth and Nail is one of the game-ending sorceries in this deck. We almost always want to entwine this spell. If we do, we search our library for up to two creature cards, reveal them and put them into our hand and then put up to two creature cards from our hand onto the battlefield. Casting Tooth and Nail generally signifies the end of a game, or, at least, an imminent victory. Add to the cost of an entwined Tooth and Nail from an activation by Riku of Two Reflections and the game should end that turn.

  3. Rite of Replication: Rite of Replication is a dominant spell that should lead to imminent victory if kicked. As this deck list evolves and our creature spells come to light, we will gain a better understanding of how a kicked Rite of Replication can be a game-ending spell in this deck. If we have Earthcraft under our control and we target any creature that creates creature tokens when it enters the battlefield, then these creatures will provide us with so much mana that we should win the game that turn. That's just ONE scenario. Before this deck list is complete we will re-visit Rite of Replication in order to magnify its potential in this deck. Imagine tapping and creating ten tokens that's a copy of target creature. The combination of Riku of Two Reflections and a kicked Rite of Replication will end a game. What if we have Doubling Season under our control? Perchance to dream...

  4. Doubling Season: If we are planning to construct a deck with creature tokens, then it makes sense to include Doubling Season. Excluding each of the aforementioned cards, Doubling Season is powerful enough to be considered a win condition in many decks. If an effect would create one or more tokens under our control, it creates twice that many of those tokens instead. As an example, let's re-visit Deranged Hermit. When he enters the battlefield, we will create eight 1/1 green squirrel creature tokens. Additionally, when an activation by Riku of Two Reflections creates a creature token of a creature that entered the battlefield under our control, Doubling Season will create another. Under this scenario, we create 24 squirrel creature tokens. Earthcraft approves. Additionally, if an effect would put one or more counters on a permanent we control, it puts twice that many of those counters on that permanent instead. Doubling Season's second ability will not be as beneficial in this deck. However, I do believe that there will be some benefits to Doubling Season's second ability as we continue with this deck list.

  5. Warp World: Taking a moment to acknowledge the pun-slaughtering that's about to transpire, this spell can seriously WARP a game. Haha. See what I did there? Anyway, our plan is to have an enhanced board state based on the high number of enter-the-battlefield token-creating creatures present in the deck, and thus, locating spells that can take advantage of this type of board state is preferred. Enter: Warp World. Each player shuffles all permanents they own into their libraries, then reveals that many cards from the top of their library. Then each player puts all artifact, creature, and land cards revealed this way onto the battlefield and then does the same for enchantment cards. Finally each player puts all cards revealed this way that weren't put onto the battlefield on the bottom of their libraries. By casting Warp World, we can expect our board state to be MORE ENHANCED and our opponents' to be MORE DEPLETED after its resolution. We're planning for a potential Warp World. Our opponents are not, and may the Gods of Magic help them if they're running spell-slinging decks and are unable to counter Warp World. As the deck list grows, the power level of this spell will become more and more apparent, especially when copied by Riku of Two Reflections. THIS CARD WAS REPLACED WITH Consecrated Sphinx ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

  6. Genesis Wave: We are building this deck with a focus on generating a lot of mana in order to support our General/Commander's ability to copy instant and sorcery spells as well as create token copies of our creatures as they enter the battlefield. The vast majority of our creatures in this deck will have enter the battlefield triggers, primarily themed around creating tokens. By producing a large quantity of mana, we can cast Genesis Wave confidently and expect to enhance our board state to the point of imminent victory. Additionally, if we add to the cost of Genesis Wave from an activation by Riku of Two Reflections then the game should end that turn.

  7. Sneak Attack: For the purposes of this deck, we can think of Sneak Attack as a mana-cost reducer. If we have Riku of Two Reflections under our control, tapping to put a creature into play from Sneak Attack and creating a token copy of it with Riku of Two Reflections for will result in two enter the battlefield triggers. The original creature will be sacrificed at the beginning of the end step, but the entire process costs only , and we STILL have a token copy of the original creature and TWICE the enter the battlefield triggers. Apologizing in advance for another trip to the Pun Shed: Sneak Attack is SNEAKY good!

  8. Intuition: Boy oh boy was Tempest an amazing Magic: the Gathering set! For and at instant speed we search our library for three cards and reveal them. Target opponent chooses one. We put that card into our hand and the rest into our graveyard. It's not unfathomable to think that Tooth and Nail, Genesis Wave and Warp World occupy these selections. Perhaps there is a card we ABSOLUTELY want in our hand. Well, Eternal Witness and Regrowth are fans of Intuition and packaging these two recursion spells with any other card in our deck will guarantee that we get card #3 in our hand at some point very soon. Intuition is a very powerful card and it can be expected that this deck list will contain Intuition packages in order to maximize the effect of this spell. Copy it with Riku of Two Reflections for just and intuit twice!

  9. Snapcaster Mage: When Snapcaster Mage enters the battlefield, target instant or sorcery card in our graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. If we cast an instant or sorcery with in its mana cost this way, we still choose the value of as part of casting the spell and pay that cost. Think: re-casting Genesis Wave or any other instant and/or sorcery spells with in its mana cost that may be included in this deck. We also may pay any optional additional costs the spell has, such as kicker costs. Including Snapcaster Mage allows us to cast an instant or sorcery spell from our graveyard. If the mana is flowing like it should, creating a token copy of Snapcaster Mage from an activation by Riku of Two Reflections allows us to cast TWO instant and/or sorcery spells from our graveyard. Thank you, Innistrad.

  10. Skullclamp: Tokens. Nearly all of the tokens created in this deck will have a toughness of one. Equipping Skullclamp to one of those token creatures will send it to the graveyard and we draw two cards. All for the cost of just . Skullclamp is a powerful inclusion based on the immense value presented by the following equation: + the death of a */1 creature token = two cards. Hopefully this interaction keeps our hand filled with cards, allowing for more and more spells and creatures for Riku of Two Reflections to copy.

  11. Druids' Repository: Did we mention that Riku of Two Reflections is mana-hungry? Our General/Commander has a converted mana cost (CMC) of five and requires two separate color combinations in order to activate his abilities ( and ). So we're going back to Avacyn Restored! Druids' Repository allows us to put a charge counter on it whenever a creature we control attacks. We can remove a charge counter from Druids' Repository in order to add one mana of any color. Our opponents will rightfully attempt to destroy and/or exile Earthcraft during the game. Druids' Repository is a sneaky way to accumulate mana. Our deck will have a swath of creatures that create creature tokens when they enter the battlefield and, if needed, these creatures can be sent into combat in order to generate mana for future spells. This dynamic is antithetical to the one supported by Warp World. Yet, Druids' Repository offers an alternative avenue of play for our deck. A deck with various methods to achieve the same result (win) is valuable, and Druids' Repository checks this box and its inclusion into the deck is justified because of it.

  12. Exploration: One of our green EDH/Commander staples. Who doesn't want to play an additional land each turn?! As the deck list burgeons, we will have the propensity to draw a lot of cards in our deck. Who doesn't want to draw a lot of cards!? With our hand filled with cards, it is valuable to drop two of these cards, in the from of lands, onto the battlefield during each of our turns. This will allow us to ramp more and have more mana available for Riku of Two Reflections and his spell-copying/token-creating abilities.

Similar to the Zaxara, the Exemplary EDH/Commander deck completed during Build-A-Deck Tuesdays at MTG Burgeoning's YouTube channel, the MTG Burgeoning community will shape the rest of the deck. Let's continue with creatures. Which creatures should be included in this deck? Let's go after our game-winners! We should prioritize non-legendary creatures that create tokens, particularly upon entering the battlefield. We want to keep our creatures on the battlefield, if possible, and not sacrificed to the Legend Rule. Leave suggestions for up to 12 creatures that should be included in this deck list here or in the comments section of MTG Burgeoning's 193rd episode on YouTube (the video directly above).

Thank you in advance!

Here is an MTG Burgeoning YouTube video discussing 12 creatures that create tokens, predominantly upon entering the battlefield, which were added to the deck:
  1. Avenger of Zendikar: Avenger of Zendikar is the premiere creature in this class. When it enters the battlefield, we create a 0/1 green plant token for each land we control. Whenever a land enters the battlefield under our control, we put a +1 +1 counter on each plant creature we control. Riku of Two Reflections, Rite of Replication and Tooth and Nail approve of Avenger of Zendikar's placement in this deck. These plant creature tokens create a number of valuable synergies throughout the deck list already, particularly with Earthcraft, Doubling Season, Skullclamp and Druids' Repository. In fact, ten of the first 12 cards added to this deck have direct and powerful synergies with Avenger of Zendikar and its inclusion at the top of this list is warranted because of its value to these aforementioned cards.

  2. Phylath, World Sculptor: Avenger of Zendikar returns.....sort of. When Phylath, World Sculptor enters the battlefield, we create a 0/1 green plant creature token for each basic land we control. Notice the text. It says "EACH BASIC LAND" and not "EACH LAND." That distinction is unnerving, but we are not deterred. We will have a swath of basic lands included in this deck. Similar to Avenger of Zendikar, Phylath, World Sculptor also has landfall. Whenever a land enters the battlefield under our control, we put four +1/+1 counters on target plant we control. That difference is unsettling, but we remain optimistic! Also, Phylath, World Sculptor is Legendary, and any token copies created of this creature will force us to choose one and let the other(s) die upon entering the battlefield. That's okay! The value of Phylath, World Sculptor's enter the battlefield trigger is worth these restrictions. Besides, Avenger of Zendikar's landfall ability hits every plant creature we control, so Phylath, World Sculptor's plant creature tokens will get +1 +1 counters as well if they're on the battlefield together. Imagine casting Tooth and Nail and putting both Avenger of Zendikar and Phylath, World Sculptor onto the battlefield at the same time!

  3. Chancellor of the Forge: Pairing Chancellor of the Forge with either of the previously aforementioned creatures and Tooth and Nail can create an instant army of creature tokens (put Chancellor of the Forge's enter the battlefield trigger on the stack FIRST so it resolves last). Also a great creature to see entering the battlefield with any combination of other token-creating creatures from Warp World or Genesis Wave, Chancellor of the Forge justifies its inclusion in this deck based upon its ability to double the number of creatures we have under our control in the form of 1/1 red goblin creature tokens with haste. Doubling Season, Earthcraft and Skullclamp approve. Creating a game-ending swarm of hasty goblin creature tokens is not an unreasonable feat for this deck to accomplish.

  4. Deranged Hermit: When Deranged Hermit enters the battlefield, we create four 1/1 green squirrel creature tokens. Unfortunately, Deranged Hermit has echo. For anyone that is unfamiliar with echo, at the beginning of our upkeep, if Deranged Hermit came under our control since the beginning of our last upkeep, we must sacrifice it unless we pay its echo cost. Deranged Hermit's echo cost is the same as its casting cost, . As an added bonus, Deranged Hermit gives squirrel creatures +1 +1. The echo cost is not a deterrent secondary to this card's inclusion. Even if we neglect to pay the echo cost, we netted four green squirrel creature tokens for . That is a fine return of investment: Five mana for four bodies. Besides, have you seen the squirrel token cards!? Who doesn't want to find a way to include them in a deck?!?!

  5. Deep Forest Hermit: Deranged Hermit returns...sort of. Meet Modern Horizon's iteration of Deranged Hermit: Deep Forest Hermit. There are some differences between Deep Forest Hermit and Deranged Hermit, but their identical enter the battlefield trigger is most significant: When Deep Forest Hermit enters the battlefield, we create four 1/1 green squirrel creature tokens. As opposed to echo, Deep Forest Hermit has vanishing 3, which means it enters the battlefield with three time counters on it. Then, at the beginning of our upkeep, we remove a time counter from Deep Forest Hermit. When the last time counter is removed, we must sacrifice it. So Deranged Hermit 2.0 sticks around for a few turns. Bonus! Additionally, squirrel creatures we control get +1 +1 from Deep Forest Hermit, as opposed to all squirrels getting +1 +1 from Deranged Hermit. Either way, we're creating creature tokens in order to synergize with numerous other cards in our deck, including Warp World, Earthcraft, Skullclamp and Druids' Repository.

  6. Siege-Gang Commander: Let's review the two previous examples. If we neglect to pay the echo cost of Deranged Hermit and understand that Deep Forest Hermit is only around for two full turns, then both Deranged Hermit and Deep Forest Hermit provide four creatures each for an investment of five mana. This is the exact return netted by casting Siege-Gang Commander. When Siege-Gang Commander enters the battlefield, we create three 1/1 red goblin creature tokens. However, Siege-Gang Commander gifts us with an additional ooomph that neither Deranged Hermit nor Deep Forest Hermit provide. We can tap and sacrifice a goblin and have Siege-Gang Commander deal two damage to any target. Chancellor of the Forge approves.

  7. Hornet Queen: The return on mana investment for Hornet Queen is not as lucrative as any of the aforementioned creatures in this subset of the deck list. However, for what she lacks in quantity she makes up for in quality. When Hornet Queen enters the battlefield, we create four 1/1 green insect creature tokens with flying and deathtouch. These creature tokens are combat deterrents for our opponents. Few opponents will want to trade down by attacking us with a battlefield full of flying and deathtouching blockers. As an added bonus, Hornet Queen also has flying and deathtouch on a 2/2 body. For the investment of we put six power and toughness onto the battlefield stretched across five flying and deathtouching creatures. If we have Doubling Season in play and/or copy Hornet Queen with an activation by Riku of Two Reflections, then our battlefield becomes even more formidable.

  8. Myr Battlesphere: Similar to Hornet Queen, Myr Battlesphere provides five bodies for an investment of seven mana. When Myr Battlesphere enters the battlefield, we create four 1/1 colorless myr artifact creature tokens. As an added bonus, whenever Myr Battlesphere attacks, we may tap X untapped myr we control and when we do, Myr Battlesphere gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking. Under the right conditions, Myr Battlesphere could be a win condition, particularly if Riku of Two Reflections copies a kicked Rite of Replication targeting Myr Battlesphere. That's 40 1/1 colorless myr artifact creature tokens for an investment of !! THIS CARD WAS REPLACED WITH Thought Vessel ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

  9. Dragonlair Spider: Thus far, we have focused on burst creature token generation. We want to be able to put onto the battlefield a lot of creature tokens in one shot. Dragonlair Spider provides a longer burst of creature token generation. Whenever an opponent casts a spell, we create a 1/1 green insect creature token. In a four-player EDH/Commander game, conservatively, it is safe to imagine each opponent casting an average of two spells per turn. If that transpires during a round of turns, we net six 1/1 green insect creature tokens. Dragonlair Spider provides the potential of burst creature token generation over the course of a round of turns and, hopefully, the majority of a game. THIS CARD WAS REPLACED WITH The Locust God ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

  10. Dragon Broodmother: Similar to Dragonlair Spider, Dragon Broodmother provides creature tokens over time. More specifically, Dragon Broodmother provides creature tokens EACH TURN. At the beginning of each upkeep, we create a 1/1 red and green dragon creature token with flying and devour 2. Devour 2 means as the token enters the battlefield, we may sacrifice any number of creatures. If we do, it enters the battlefield with twice that many +1/+1 counters on it. Let's examine some of this text. Dragon Broodmother's ability triggers at the beginning of EACH UPKEEP, and not just our upkeep. Each dragon creature token has devour 2, which, incrementally, could create bigger and bigger dragon creature tokens with each passing upkeep. Remember during the description for Doubling Season when we foreshadowed the enchantment's ability of an effect putting one or more counters on a permanent we control, putting twice that many of those counters on that permanent instead, and how it would not be as effective in this deck due to the focus of creating creature tokens? Remember when we foreshadowed the belief that there would be SOME effects that would benefit from this ability as we continued with this deck list, with Avenger of Zendikar and Phylath, World Sculptor our first examples? Here's another one of these benefits! Dragon Broodmother creates a 1/1 red and green dragon creature token with devour 2. Doubling Season's first ability triggers and creates a second 1/1 red and green dragon creature token with devour 2. Each dragon creature token devours a different creature when it enters the battlefield and gets two +1 +1 counters. Doubling Season's second ability triggers and doubles those +1 +1 counters. We net two 5/5 red and green dragon creature tokens with flying in exchange for, most likely, two other creature tokens. As long as we have sacrificial creatures, we can fuel this engine every turn! THIS CARD WAS REPLACED WITH Kozilek, the Great Distortion ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

  11. Omnath, Locus of Rage: Omnath, Locus of Rage does not produce creature tokens when it enters the battlefield. It's also Legendary, meaning that any copies of it will force us to choose one Omnath, Locus of Rage to keep while the other(s) die(s). It's ability to generate burst creature tokens also is narrow. However, its potential reward far outweighs this drawback. You see, Omnath, Locus of Rage has landfall, and whenever a land enters the battlefield under our control, we create a 5/5 red and green elemental creature token. Exploration already is included in this deck list, and there will be other manners in which to get lands onto the battlefield as this deck list progresses. We're playing green!! So, Omnath, Locus of Rage's creature token generating ability is not dependable. It's not as automatic as an enter the battlefield or an upkeep trigger. A land must enter our battlefield in order to trigger this ability. So where does Omnath, Locus of Rage really shine? Warp World. Let's roll-out a very conservative scenario. We cast Warp World with 20 permanents on the battlefield. We shuffle our permanents into our library and reveal 20 cards. We put all artifact, creature, and land cards revealed this way onto the battlefield, and then enchantment cards. If our deck has the usual 36-39 lands, then we can assume that every ten cards revealed will have three to four lands. In this example, we reveal between six and eight lands. What if we reveal Omnath, Locus of Rage? These permanents enter the battlefield at the same time and all simultaneously see each other. In so doing, we arrange the triggers onto the stack as we see fit. Every land that enters the battlefield under our control creates a 5/5 red and green elemental creature token. From this conservative scenario, our end-results are nearly endless. Imagine any of the aforementioned cards accompanying Omnath, Locus of Rage onto the battlefield from this Warp World scenario. Doubling Season. Chancellor of the Forge. Earthcraft and Snapcaster Mage. Omnath, Locus of Rage's inclusion is warranted by its interaction with Warp World and its potential for creating burst creature tokens sporadically. We also didn't even mention that whenever Omnath, Locus of Rage or another elemental we control dies, Omnath, Locus of Rage deals three damage to any target. Well, consider it mentioned now! THIS CARD WAS REPLACED WITH Tishana, Voice of Thunder ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

  12. Rampaging Baloths: A lot of what was attributed to Omnath, Locus of Rage can be used in this space as well. Rampaging Baloths does not produce creature tokens when it enters the battlefield. Its token generation is sporadic and dependent upon lands entering the battlefield in order to trigger its landfall mechanic. Whenever a land enters the battlefield under our control, we may create a 4/4 green beast creature token. This landfall mechanic is attached to the body of a 6/6 trampler for . The upside? Again, it's Warp World. Similar to Omnath, Locus of Rage, Rampaging Baloths is a terrific creature to reveal from Warp World. Although its token production can be sporadic, its inclusion in this deck list is warranted based upon its synergy with one of our win conditions, Warp World. THIS CARD WAS REPLACED WITH Myojin of Seeing Winds ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

Now let's discuss the next 12 cards to be added to this deck list. Which creatures can be included that put a land onto the battlefield or draw us a card when they enter the battlefield? We plan to remain creature-heavy in order to optimize the effectiveness of spells like Genesis Wave and Warp World in our deck. Thus, we should prioritize creatures. Due to the previous 12 creatures' converted mana costs ranging between five and seven, we should focus on converted mana costs of three or less for these 12 cards. Leave suggestions for these 12 cards here or in the comments section of MTG Burgeoning's 201st episode on YouTube (the video directly above).

Thank you in advance!

Here is an MTG Burgeoning YouTube video discussing these 12 spells:
  1. Wood Elves: When Wood Elves enters the battlefield, we search our library for a Forest card and put that card onto the battlefield. Notice the text. It says "FOREST CARD" and not "BASIC" forest card. Also, it says "ONTO THE BATTLEFIELD" and not onto the battlefield "TAPPED." With Wood Elves, we can search for a shock land, triome or any land with the forest land type. Wood Elves does not untap the land for us. They can't do everything. We can pay two life for our shock land to become untapped if desired, but the triome and any other lands that enter the battlefield tapped will not become untapped by Wood Elves.

  2. Farhaven Elf: When Farhaven Elf enters the battlefield, we may search our library for a basic land card and put it onto the battlefield tapped. As opposed to Wood Elves, Farhaven Elf restricts our selection to a basic land and puts it into play tapped. Farhaven Elf is not as powerful as Wood Elves, but its enter the battlefield trigger is still valuable. Even with the restrictions, Farhaven Elf is a great early target for Riku of Two Reflections as we ramp up for a Genesis Wave or a Warp World.

  3. Springbloom Druid: When Springbloom Druid enters the battlefield, we may sacrifice a land. If we do, then we search our library for up to two basic land cards and put them onto the battlefield tapped. As it pertains to Warp World, we lose one permanent (sacrificed land) in exchange for three (Springbloom Druid and two basic lands). Springbloom Druid is a great utility creature to couple with a landfall-triggered creature, particularly through a Genesis Wave or Warp World. Think: Omnath, Locus of Rage and/or Rampaging Baloths. THIS CARD WAS REPLACED WITH Cultivate ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

  4. Elvish Rejuvenator: When Elvish Rejuvenator enters the battlefield, we look at the top five cards of our library. We may put a land card from among them onto the battlefield tapped. This ability is much more restrictive than Wood Elves, Farhaven Elf and Springbloom Druid. It's a game of numbers. If we plan to include the customary 35-38 lands in this deck list, then, on average, one out of every three to four cards should be a land. With Elvish Rejuvenator, we only need to reveal one land out of five cards. I like those odds. This percentage justifies Elvish Rejuvenator's inclusion into this deck list. THIS CARD WAS REPLACED WITH Kodama's Reach ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

  5. Risen Reef: Whenever Risen Reef or another elemental enters the battlefield under our control, we look at the top card of our library. If it's a land card, we may put it onto the battlefield tapped. If we don't put the card onto the battlefield, then we put it into our hand. So we play a land or we draw a card. Either option is valuable. As a bonus, there are numerous elemental creatures in our deck list which could also trigger Rise Reef's ability. To this point, Avenger of Zendikar, Phylath, World Sculptor and Omnath, Locus of Rage are elemental creatures that can trigger Risen Reef. Additionally, Omnath, Locus of Rage creates elemental creature tokens whenever a land enters the battlefield under our control. With some good fortune, we can take pleasure in the following sequence: Play a land. Trigger Omnath, Locus of Rage and create a 5/5 elemental creature token. Trigger Risen Reef and reveal the top card of our library. If it's a land, put it into play. Trigger Omnath, Locus of Rage and create a 5/5 elemental creature token. Trigger Risen Reef and so on and so forth. On a side note, imagine targeting Risen Reef with a kicked Rite of Replication. That interaction produces 30 Risen Reef triggers. Copy that sorcery spell through an activation by Riku of Two Reflections and produce 60 Risen Reef triggers. SIXTY TRIGGERS FOR JUST !!!

  6. Coiling Oracle: When Coiling Oracle enters the battlefield, we reveal the top card of our library. If it's a land card, then we put it onto the battlefield. Otherwise, we put that card into our hand. This is Risen Reef at a reduced mana cost and without the possibility of other creatures triggering it. Similar to Risen Reef, Coiling Oracle provides two valuable commodities from a very reasonably costed creature spell: Play a land or draw a card. Great options!

  7. Llanowar Visionary: I believe it is only a matter of time until Llanowar Visionary becomes a green staple in our format. When Llanowar Visionary enters the battlefield, we draw a card. This spell costs to cast, and there are a lot of other options that can draw us a card upon entering the battlefield at cheaper converted mana costs. So there better be more!! Oh, there is. We can tap Llanowar Visionary for . Card draw AND mana ramp. Imagine casting Llanowar Visionary the turn after casting Riku of Two Reflections and using Riku of Two Reflection's ability to create a token copy of Llanowar Visionary when it enters the battlefield. In this scenario, we net two 2/2 creatures, draw two cards and potentially have ramped up by for future turns for the overall mana cost of . VALUE! THIS CARD WAS REPLACED WITH Tribute Mage ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

  8. Fblthp, the Lost: When Fblthp, the Lost enters the battlefield, we draw a card. If it entered from our library or was cast from our library, then we draw two cards instead. If Fblthp, the Lost enters the battlefield from Warp World or Genesis Wave, we draw two cards! Additionally, if Fblthp, the Lost becomes the target of a spell, we shuffle it into our library. All of this for the reasonable cost of . This is a legendary creature, so if Riku of Two Reflections creates a copy of Fblthp, the Lost as it enters the battlefield, one must die. Preferably, we would choose the token, but we still draw the card from its enter the battlefield trigger! THIS CARD WAS REPLACED WITH Trinket Mage ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

  9. Ice-Fang Coatl: When this 1/1 flashy flier enters the battlefield, we draw a card. Ice-Fang Coatl has deathtouch as long as we control at least three other snow permanents. Will any more snow permanents be added to the deck? Perhaps. Even if Ice-Fang Coatl is our only snow permanent of the entire deck, for we get a 1/1 flier with flash that replaces itself with a card when it enters the battlefield. This snow snake is valuable even without additional snow permanents!

  10. Wall of Blossoms: When Wall of Blossoms enters the battlefield, we draw a card. That's it. Nothing more to see here. Wall of Blossoms costs to cast and has a good defensive body (0/4). Copying Wall of Blossoms with an activation by Riku of Two Reflections draws us two cards and puts two 0/4 walls onto the battlefield from the investment of . When a copy of Imperial Recruiter became available, it replaced Wall of Blossoms. This exchange is much more favorable and powerful, as we can search our library for any creature card with power two or less and put it into our hand. There are nearly 20 creatures that check this box, including Snapcaster Mage, Eternal Witness, Spark Double and a host of other creatures that fetch-out lands, draw us cards or create creature tokens. This is a definite upgrade! THIS CARD WAS REPLACED WITH Imperial Recruiter.

  11. Growth Spiral: Okay, so this is a bit of a cheat. Growth Spiral clearly is not a creature. However, it is so valuable and efficiently costed that its necessary inclusion warrants a departure from the criteria of this sub-list. Besides, we wanted to PRIORITIZE creatures, not create an entire list of them. Smile. For and at instant-speed, we draw a card and we may put a land card from our hand onto the battlefield. Riku of Two Reflections wants to copy this spell very, very badly. Imagine tapping and drawing two cards and putting two lands onto the battlefield. Growth Spiral is too valuable to not include!

  12. Manamorphose: Okay, yes, similar to Growth Spiral, Manamorphose also is not a creature. Again, similar to Growth Spiral, it is so valuable and efficiently costed that its necessary inclusion warrants a departure from the criteria of this sub-list. Also, did I mention that we wanted to PRIORITIZE creatures, not create an entire list of them. Smile. For , we add two mana in any combination of colors to our mana pool and draw a card. It should be noted that the mana generated from Manamorphose can not be used by Riku of Two Reflections to copy the spell itself. The mana must be added to copy Manamorphose as it is cast, and Manamorphose produces the mana upon resolution. No biggie! We tap and cast Manamorphose. We add an additional through an activation by Riku of Two Reflections and copy Manamorphose. We resolve two Manamorphose spells, add (the original combination of mana used to cast and copy Manamorphose) and draw two cards. Essentially, we just drew two FREE CARDS!

Now let's discuss the next 12 cards to be added to this deck list. We want game-winners! What other cards can be included to help solidify our focus and strengthen our deck? Leave suggestions for these 12 cards here or in the comments section of MTG Burgeoning's 208th episode on YouTube (the video directly above).

Thank you in advance!

Here is an MTG Burgeoning YouTube video discussing these 12 spells:
  1. Temporal Mastery: Paying to take an extra turn is ridiculously overpriced. Paying to take an extra turn is ridiculously underpriced (that's Time Walk, which is banned in EDH/Commander). Temporal Mastery is not banned in our format, and for its miracle cost, we can take an extra turn for . In order for the miracle mechanic to work, it must be the first card we drew in a turn, and, of course, timing restrictions apply. Imagine casting Temporal Mastery for its miracle cost and then adding from an activation by Riku of Two Reflections. Two extra turns for . REMEMBER: Meta game > too many extra turns. League and/or tournament play however...

  2. Chord of Calling: Chord of Calling is an instant and costs and has the convoke mechanic. For anyone that is unfamiliar with convoke, our creatures can help cast this spell. Each creature we tap while casting this spell pays for or one mana of that creature's color. For the purposes of our deck, this is extremely advantageous: Nearly every creature in the deck so far is green! Additionally, several of these creatures create green creature tokens! So what does Chord of Calling do? We search our library for a creature card with converted mana cost or less and put it onto the battlefield. For an additional from an activation by Riku of Two Reflections, we do it twice. Any creature from our library. Right onto the battlefield. At instant speed. Chord of Calling easily can be considered a potential win condition in this deck.

  3. Comet Storm: Speaking of win conditions, here's Comet Storm. Comet Storm has multikicker , which means we may pay an additional any number of times as we cast this spell. Then we choose any target, then choose another target for each time this spell was kicked, and Comet Storm deals X damage to each of them. This is another fantastic spell that can be copied by Riku of Two Reflections. Due to the amount of mana we should be able to generate in this deck, Comet Storm can deal enough direct damage for it to be considered a win condition. THIS CARD WAS REPLACED WITH Expansion / Explosion ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

  4. Mystical Tutor: How are we going to get all of these wonderful instant and sorcery spells from our library? We're not in black, so we will miss the best tutors. However, fret not, because Mystical Tutor can EVENTUALLY get our desired spell. At instant speed and for just , we can search our library for an instant or sorcery card, reveal it, shuffle our library, and then put the card on top of it. We have included a swath of spells that can draw cards, and casting Mystical Tutor prior to any of them will get us the instant or sorcery spell we crave. Mystical Tutor is Temporal Mastery's BFF.

  5. Urabrask the Hidden: This is the creature we want to see on our battlefield after casting Warp World. Urabrask the Hidden gives our creatures haste and creatures our opponents control enter the battlefield tapped. With enough juice from a resolved Warp World, we could win the game. This praetor is also an excellent creature to have under our control prior to casting Genesis Wave. Don't underestimate haste!

  6. Anger: As long as Anger is in our graveyard and we control a Mountain, creatures we control have haste. Anger itself has haste, but its 2/2 body and casting cost make it a creature we prefer to be in the graveyard. We will have to jump through some hoops in order to give haste to our squad, but it's important enough to warrant the inclusion of Anger. THIS CARD WAS REPLACED WITH Reality Shift ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

  7. Fact or Fiction: We wait until the end of our last opponent's turn, we tap , we reveal the top five cards of our library. Then an opponent separates those cards into two piles and we put one pile into our hand and the other into our graveyard. Power. Value. Political machinations. Imagine adding to this spell from an activation by Riku of Two Reflections and Fact or Fictioning twice.

  8. Mystic Confluence: This instant for provides three very valuable and relevant modes. 1) Counter target spell unless its controller pays . 2) Return target creature to its owner's hand. 3) Draw a card. Each of these modes have value and, of course, are dependent upon game and/or board states. We choose three modes, and we may choose the same mode more than once. This is excellent value. However, what if we add to this spell and Mystic Confluence twice, allowing us to select any combination of the three modes six times. For we draw six cards, return six creatures to their owners' hands or counter a spell unless its controller pays , or any combination! Draw four cards and return two creatures to their owners' hands. Counter a spell unless its controller pays , return three creatures to their owners' hands and draw two cards. Mystic Confluence's inclusion into this deck is warranted because of its versatility.

  9. Eternal Witness: Some moons ago, we showcased the first 12 cards of this Riku of Two Reflections build. One of these cards was Intuition, and it was foreshadowed that including Eternal Witness and Regrowth would net us, eventually, the card we really wanted through a resolution of Intuition. Well, here we are, and here is Eternal Witness. When she enters the battlefield, we return target card from our graveyard to our hand. Eternal Witness provides a valuable form of graveyard recursion on a creature, which is easily copied from an activation by Riku of Two Reflections.

  10. Regrowth: See: Eternal Witness. Eternal Witness is a walking Regrowth. Regrowth is a sorcery and only costs , but it's just as effective and as easily copied as by Riku of Two Reflections.

  11. Genesis: At the beginning of our upkeep, if Genesis is in our graveyard, we may pay and if we do, then we return target creature card from our graveyard to our hand. In our format, creatures are dying all of the time, and as long as Genesis is in our graveyard, then we can get them back. #BFFWithEternal Witness. THIS CARD WAS REPLACED WITH Krosan Grip ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

  12. Spark Double: Spark Double may be the greatest clone in Magic: the Gathering history. We may have Spark Double enter the battlefield as a copy of a creature or planeswalker we control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary if that permanent is legendary. Unfortunately, we may not be able to clone any planeswalkers as our deck list is near completion and there isn't a 'walker in sight. However, we have a plethora of clonable creatures that would benefit us greatly. From creatures with enter the battlefield triggers (Avenger of Zendikar and Phylath, World Sculptor) to creatures with the landfall mechanic (Omnath, Locus of Rage and Rampaging Baloths), Spark Double can clone any of them AND stay on the battlefield if the targeted creature was legendary.

Now let's discuss the last spells to be added to the deck. We have around 15 nonland slots remaining, all of which should be dedicated to card advantage, ramp and/or removal. Leave suggestions for up to 15 cards here or in the comments section of MTG Burgeoning's 215th episode on YouTube (the video directly above).

Thank you in advance!

Here is an MTG Burgeoning YouTube video discussing the final spells included in this Riku of Two Reflections EDH/Commander build:
  1. Mana Crypt: At the beginning of our upkeep, we flip a coin. If we lose the flip, then Mana Crypt deals three damage to us. Hopefully we have enough luck to avoid getting Lightning Bolted too many times by our own card. This mana rock is worth some life points as we can ramp far ahead of our opponents. It costs and taps for . If there's an available copy, it's hard not to include Mana Crypt in most decks.

  2. Sol Ring: Best artifact in the format. No further description required.

  3. Arcane Signet: Perhaps the second best artifact in the format. In EDH/Commander, no other artifact can do what Arcane Signet does without limitation, restriction or drawback.

  4. Skyshroud Claim: I prefer this spell to Kodama's Reach and Cultivate. We search our library for any two Forest cards and put them onto the battlefield. Let's review the text of this spell. It says "ANY TWO Forest CARDS." It doesn't say "any two BASIC Forest cards." We can put shock lands onto the battlefield with this spell. Additionally, Skyshroud Claim does not tap those lands like Kodama's Reach and Cultivate. With an activation by Riku of Two Reflections copying this spell, we can put four Forest cards onto the battlefield, replacing the cost of the original spell!

  5. Rhystic Study: Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Are you going to pay for that? Yep.

  6. Fabricate: With the vision of keeping the permanent count as high as possible in this deck in order to maximize the return of Warp World and Genesis Wave, this slot toggled back and forth between Trinket Mage and Tribute Mage in order to tutor for one of our important artifacts. Trinket Mage can tutor for Skullclamp, Mana Crypt or Sol Ring while Tribute Mage can tutor for (spoiler alert!) Lightning Greaves or (spoiler alert) Spawning Pit. Aside from an additional artifact to be included later in this subset of cards, these are the only five artifacts in our deck, but each have immense value ranging from card draw and ramp to protection and a sacrifice outlet. Unwilling to include both of these creatures, the decision was made to nix them in place of Fabricate. Fabricate allows us to search our library for any artifact card, reveal it, and put it into our hand. Additionally, this sorcery can be used to tutor for the aforementioned yet-to-be-included artifact. DISCLOSURE: Being able to target the soon-to-be-revealed artifact with Fabricate made this decision a lot easier. THIS CARD WAS REPLACED WITH Wilt ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

  7. Pongify: Seriously, this is a blue spell? You gotta' love Planar Chaos! We can destroy target creature and it can't be regenerated. Its controller creates a 3/3 green ape creature token, of which we care very little. This spell is an instant and only costs . The only drawback is the aforementioned gift of a green ape creature token. Paired with an activation by Riku of Two Reflections, we can destroy two target creatures for . VALUE!

  8. Rapid Hybridization: Pongify wasn't enough!? How do two spells like this exist in blue?!? SERIOUSLY!!??? Rapid Hybridization is Pongify #2 except the controller of the destroyed creature creates a 3/3 green frog lizard creature token instead of a 3/3 green ape creature token. We don't care. All we care about is the immense value of tapping and destroying target creature. Of course, our General/Commander is there to copy the spell if needed.

  9. Vandalblast: Sure, we COULD tap and destroy target artifact we don't control. Or, maybe even add and copy that spell with an activation from Riku of Two Reflections and destroy two target artifacts we don't control. Let's be honest with ourselves. Vandalblast is included in this deck due to its overload mechanic. If we tap then we destroy EACH artifact we don't control. This is a personalized Shatterstorm.

  10. Cyclonic Rift: Is this the Return to Ravnica reunion tour or what!? Cyclonic Rift is the third card originally printed in Return to Ravnica from this subset of cards, and the most powerful. Again, similar to Vandalblast, Cyclonic Rift's inclusion into this deck is based on its overload mechanic. If we overload Cyclonic Rift, then we return each nonland permanent we don't control to its owner's hand. This is one of the most powerful blue spells in the format, and as long as it remains unbanned, it stays in the deck.

  11. Beast Within: We must enjoy destroying permanents and replacing them with creature tokens, don't we? Well, Beast Within follows suit! We can destroy any target permanent and its controller is gifted a 3/3 green beast creature token. Similar to Pongify and Rapid Hybridization, we don't care about these token creatures. They will most likely pose very little threat to us. More important was the permanent that we destroyed, which most likely instilled a greater amount of fear in us than a 3/3 green beast creature token.

  12. Blasphemous Act: Most likely, we are never paying more than two or three total mana on casting this spell. Blasphemous Act costs less to cast for each creature on the battlefield and it deals 13 damage to each creature. Sometimes, our best laid plans fall short, and our opponents' battlefields are more populated and/or threatening than ours. Failing to prepare for this possibility is preparing to fail. Let's cover all bases.

  13. Lightning Greaves: This is the most-played equipment card via EDHrec.com for a reason: It provides offense and protection to a creature for an equip cost of . Lightning Greaves only costs to cast and to equip and it gives equipped creature haste and shroud. Lightning Greaves is important enough to target with Fabricate.

  14. Mythos of Illuna: Speaking of versatility, let's examine Mythos of Illuna. We can create a token that's a copy of target permanent. Notice the text. It says "CREATE A TOKEN THAT'S A COPY OF TARGET PERMANENT." It doesn't say "target permanent YOU CONTROL." Any permanent on the battlefield! Oh, it gets better. If we spend to cast this spell, instead we create a token that's a copy of that permanent, except the token has: "When this permanent enters the battlefield, if it's a creature, it fights up to one target creature we don't control." Token creation! Removal! DISCLOSURE: Targeting Mythos of Illuna with an activation by Riku of Two Reflections will copy the spell, but the copy WILL NOT gain the fight ability as no colored mana was spent on the spell. Still, tapping and copying two target permanents is amazing, and if one of the permanents is a creature then it fights an opponent's creature. We love you, Ikoria: Lair of Behemoths!

  15. Lithoform Engine: This. This card. This is the card. This is the card that will be considered the next EDH/Commander staple. Comments were made about this card when it was previewed during Zendikar Rising spoiler season on MTG Burgeoning's Xenagos, God of Revels EDH/Commander deck page. Lithoform Engine is the most powerful and valuable card in Zendikar Rising. Its abilities can fit into any deck and improve it. Let's review:

, Tap Lithoform Engine: Copy target activated or triggered ability we control. We may choose new targets for the copy.

, Tap Lithoform Engine: Copy target instant or sorcery spell we control. We may choose new targets for the copy.

, Tap Lithoform Engine: Copy target permanent spell we control.

Are there any other ways to play Magic: the Gathering? Instants, sorceries and permanents. All copied. All by one card. All by Lithoform Engine. It's reasonably costed at to cast and MAKES EVERY DECK BETTER. Is there a qualifier stronger than staple in order to describe this artifact's eventual impact on our format? When the skeletal blue print of a deck is drawn, with general essentials such as Command Tower, Sol Ring and Arcane Signet noted, how soon thereafter should Lithoform Engine be included? It does something in every deck. Command Tower taps to add one mana of any color in a commander's color identity. Sol Ring is the most-played artifact in the entire format and Arcane Signet is the second-most played artifact in the format. Each does something in every deck by tapping for mana, of course. Lithoform Engine does something in every deck. At the time of this list's compilation, Lithoform Engine has been played in 631 out of 402,263 decks (0.15%) via EDHrec.com, but the card only has been in circulation for less than a month. That number will change. There's no conceivable theory indicating anything less than imminent format sovereignty. This process will parallel Paradox Engine, hopefully without then ban hammer. After being released in Aether Revolt, a set that was opened and printed into oblivion due to the presence of Masterpiece Inventions, Paradox Engine hovered around $5.00 for a year. After one year it doubled in price. Six months later it tripled. Its value continued to rise until it was banned in our format, effectively plunging Paradox Engine's value to under $5.00 currently. Zendikar Rising is going to be opened and printed into oblivion due to the presence of Zendikar Expedition box toppers, which means numerous copies of Lithoform Engine will be in circulation. I believe that the monetary value of this card will continue to lessen, and the eventual plan is to acquire multiple copies of Lithoform Engine as they become more affordable. Paradox Engine is a broken card, definitely. However, it's a build-around card. It's not a card that can be included in any deck and make it better. Lithoform Engine is.

Our list of spells is complete! Now let's install our land base (36 lands) and complete our deck. Leave suggestions for any utility lands here or in the comments section of MTG Burgeoning's 222nd episode on YouTube (the video directly above).

Thank you in advance!

Here is an MTG Burgeoning YouTube video discussing the installation of the land base for this Riku of Two Reflections EDH/Commander build:

Island: Six in the deck.

Mountain: Six in the deck.

Forest: Six in the deck.

Fabled Passage: This will fetch us a basic land and untap it if we control at least four lands.

Prismatic Vista: This will fetch us a basic land for the cost of one life. No untapping required.

Wooded Foothills: This will fetch us a Mountain, Forest or any one of our shock lands.

Scalding Tarn: This will fetch us an Island, Mountain or any one of our shock lands.

Riverglide Pathway  : One of the new rare lands from Zendikar Rising, we can put it into play as Riverglide Pathway   or Lavaglide Pathway   depending on what we need. THIS CARD WAS REPLACED WITH A Mountain ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

Cragcrown Pathway  : Another of the new rare lands from Zendikar Rising, we can put it into play as Cragcrown Pathway   or Timbercrown Pathway   depending on what we need. THIS CARD WAS REPLACED WITH A Forest ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

Flooded Grove: Flooded Grove is an adequate placeholder for the imminently-to-be-release Simic Pathway. THIS CARD WAS REPLACED WITH AN Island ON 11/10/20. SEE MTG BURGEONING'S YOUTUBE VIDEO DISCUSSING THIS REVISION (EPISODE 236).

Sulfur Falls, Rootbound Crag, Hinterland Harbor: These requisite Check Lands will smooth our mana and enter the battlefield untapped if we control the respective land type(s).

Steam Vents, Stomping Ground, Breeding Pool: These requisite Shock Lands will also smooth our mana, are fetchable and can become untapped with the cost of two life.

Command Tower: Best land in our format.

Exotic Orchard: Exotic Orchard SHOULD be adequate in our deck, even though we really want to maximize the availability of , and mana in order to activate Riku of Two Reflections's abilities. Admittedly, Exotic Orchard is a place-holder for when a copy of Ketria Triome becomes available.

Gaea's Cradle: Immensely powerful land which can optimize game-ending spells such as Genesis Wave, Tooth and Nail, Chord of Calling, (spoiler) Kessig Wolf Run and Comet Storm.

Kessig Wolf Run: This combat-trick enabling land is included in this deck as a potential win condition. We have the ability to create a massive token army out of nowhere, and our opponents can't block 'em all! Gaea's Cradle, Kessig Wolf Run and an army of creature tokens is a dreamy scenario...

Alchemist's Refuge: Flash is a very powerful mechanic and complicates our opponents' willingness to cast spells and engage in combat. It's a once-a-turn effect, as we must tap Alchemist's Refuge in order to use its flash-enabling ability.

Deserted Temple: Deserted Temple and Gaea's Cradle nearly doubles the output. This land also plays very well with Kessig Wolf Run. In a deck thirsting for colored mana, including Deserted Temple was a difficult decision, as it only provides . However, its ability to untap a land offers too much value to pass up, in addition to the potential for political bargaining at the EDH/Commander table...

Reliquary Tower: There is the ability to draw a lot of cards in this deck, and I prefer keeping them in my hand as opposed to discarding down to seven. Reliquary Tower makes this happen.

Temple of the False God: Temple of the False God can help us further ramp, under the right circumstances of course. We want a lot of mana, so including this land, and its potential early-game risk, is warranted.

3-PLAYER MATCH Riku of Two Reflections vs. Kenrith, the Returned King (tokens) vs. Zaxara, the Exemplary

ZAXARA wins the draw.

T1: ZAXARA plays Hinterland Harbor tapped and passes. RIKU plays Stomping Ground tapped and passes. KENRITH PLAYS Krosan Verge tapped and passes.

T2: ZAXARA plays Reflecting Pool, casts Sol Ring, casts Kodama's Reach, puts a Swamp into play tapped and a Forest into his hand and passes. RIKU plays Scalding Tarn, taps it, pays one life, sacrifices it and puts Breeding Pool into play tapped and passes. KENRITH does not play land, discards Giant Adephage and passes.

T3: ZAXARA plays a Forest, casts Primordial Hydra with four +1 +1 counters on it and passes. RIKU plays Sulfur Falls, casts Mana Crypt, casts Riku of Two Reflections and passes. KENRITH plays a Forest and passes.

T4: ZAXARA doubles the number of +1 +1 counters on Primordial Hydra, does not play a land, casts Thran Dynamo, casts Simic Ascendancy, attacks RIKU with an 8/8 Primordial Hydra, dealing eight points of damage to RIKU and passes. RIKU calls tails for Mana Crypt's trigger, and flips tails (no damage). RIKU does not play a land, casts Springloom Druid, taps for and targets Springbloom Druid with Riku of Two Reflections's ability, creates a token copy of Springbloom Druid, sacrifices Breeding Pool and Sulfur Falls, puts into play tapped two Forests, an Island and a Mountain and passes. KENRTH does not play a land, discards Rampaging Baloths and passes.

T5: ZAXARA doubles the number of +1 +1 counters on Primordial Hydra, places eight growth counters on Simic Ascendancy, does not play a land, casts Hooded Hydra with seven +1 +1 counters, places seven more growth counters on Simic Ascendancy for a total of 15, attacks RIKU with a 16/16 Primordial Hydra with trample, deals 16 points of damage to RIKU and passes. RIKU calls tails for Mana Crypt's trigger, and flips tails (no damage). RIKU plays an Island and passes. KENRITH does not play a land, discards Phylath, World Sculptor and passes.

T6: ZAXARA untaps, stacks his upkeep triggers accordingly by first doubling the number of +1 +1 counters on Primordial Hydra and then placing 16 growth counters on Simic Ascendancy. Simic Ascendancy triggers and ZAXARA wins the game. LOSS.

0-1

GAME #1 OBSERVATIONS

LAND DROPS: Played a land on four of five turns.

REMOVAL. No removal spells were drawn during the course of this game, crippling the ability to interact with ZAXARA. Admittedly, the number of removal spells seemed a little light in comparison to other EDH/Commander builds and this may need to be re-visited if a lack of interaction becomes a trend.

GAMEPLAY: As stated, a lack of removal acted as a barrier for interacting with ZAXARA. KENRITH admitted that he was planning a reanimation strategy in order to flood the battlefield with creatures but failed to top deck anything useful to proceed with that strategy. He lamented keeping a risky but potentially powerful hand. ZAXARA was strong. Very strong. Two successful coin flips thwarting Mana Crypt's potential damage! Hooray!

3-PLAYER MATCH: Riku of Two Reflections vs. Kenrith, the Returned King (tokens) vs. Zaxara, the Exemplary

KENRITH wins the draw. RIKU takes free mulligan.

T1: KENRITH plays Myriad Landscape tapped and passes. ZAXARA plays Polluted Delta, taps it, pays one life, sacrifices it and puts Overgrown Tomb into play tapped and passes. RIKU plays an Island and passes.

T2: KENRITH plays Naya Panorama, casts Idol of Oblivion and passes. ZAXARA plays Karn's Bastion and passes. RIKU plays a Mountain, casts Fblthp, the Lost, draws a card due its enter the battlefield the trigger and passes.

T3: KENRITH plays Terramorphic Expanse, taps it, sacrifices it, puts a Forest into play tapped, pays , taps and sacrifices Naya Panorama, puts a Plains into play tapped and passes. ZAXARA plays Hinterland Harbor, casts Rhystic Study and passes. RIKU plays Command Tower, casts Ice-Fang Coatl, pays the Rhystic Study tax, attacks ZAXARA with Fblthp, the Lost, deals one point of damage to ZAXARA and passes.

T4: KENRITH plays Cinder Glade, casts Sakura-Tribe Elder, pays the Rhystic Study tax and passes. ZAXARA plays Strip Mine, taps it, sacrifices it, targets KENRITH'S Myriad Landscape, KENRITH sacrifices Sakura-Tribe Elder, puts a Mountain into play tapped and ZAXARA passes. RIKU plays a Mountain, casts Earthcraft, pays the Rhystic Study tax and passes.

T5: KENRITH plays Exotic Orchard, casts Explore without paying the Rhystic Study tax, ZAXARA draws a card, KENRITH plays Graypelt Refuge tapped, gains one life, casts Cliffside Rescuer without paying the Rhystic Study tax, ZAXARA draws a card and KENRITH passes. ZAXARA plays a Swamp, casts Wildest Dreams targeting Strip Mine and passes. End of ZAXARA's turn RIKU casts Manamorphose, pays the Rhystic Study tax, chooses , casts Growth Spiral without paying the Rhystic Study tax and ZAXARA draws a card. RIKU does not play a land and passes.

T6: KENRITH does not play a land, casts Kogla, the Titan Ape, targets Ice-Fang Coatl with its enter the battlefield trigger and passes. ZAXARA plays Castle Garenbrig, casts Kalonian Hydra and passes. End of ZAXARA'S turn RIKU casts Mystic Confluence without paying the Rhystic Study tax, ZAXARA draws a card, RIKU draws three cards. RIKU plays Rootbound Crag, casts Deep Forest Hermit without paying the Rhystic Study tax, ZAXARA draws a card, RIKU creates four 1/1 green squirrel creature tokens and passes.

T7: KENRITH does not play a land, casts Rekindling Phoenix, attacks ZAXARA with Kogla, the Titan Ape targeting ZAXARA'S Rhystic Study with its attack trigger, deals seven points of damage to ZAXARA and passes. ZAXARA plays Strip Mine, casts Corpsejack Menace, attacks RIKU with a 16/16 Kalonian Hydra, RIKU targets Kalonian Hydra with Rapid Hybridization, ZAXARA creates a 3/3 green frog lizard creature token and passes. RIKU plays Alchemist's Refuge, casts Chancellor of the Forge, taps several token creatures through Earthcraft's ability, untaps and taps basic lands, casts a kicked Rite of Replication targeting Chancellor of the Forge, ZAXARA casts Cyclonic Rift without overload and returns Chancellor of the Forge to RIKU'S hand, Rite of Replication fizzles and RIKU passes.

T8: KENRITH does not play a land, attacks RIKU with Kogla, the Titan Ape targeting RIKU'S Earthcraft with Kogla, the Titan Ape's attack trigger, RIKU blocks with Fblthp, the Lost, KENRITH casts Angel of Sanctions during second main phase, targeting ZAXARA'S Corpsejack Menace with its enter the battlefield trigger and passes. ZAXARA plays Temple of the False God, taps-out and casts Lifeblood Hydra with six +1 +1 counters, attacks RIKU with 3/3 frog lizard, deals three points of damage to RIKU and passes. RIKU plays a Forest, casts Eternal Witness, targets Earthcraft with its enter the battlefield trigger, casts Earthcraft, casts Chancellor of the Forge, casts Snapcaster Mage, targets Rite of Replication with its enter the battlefield trigger, casts a kicked Rite of Replication with the assistance of numerous creature tokens and Earthcraft's ability, targets Chancellor of the Forge and opponents concede. WIN.

1-1

GAME #2 OBSERVATIONS

LAND DROPS: Played a land on seven of eight turns.

REMOVAL: Rapid Hybridization saved the day, and Mystic Confluence was helpful, but they were the only removal spells in hand throughout the game. That is just two spells in two games thus far.

GAMEPLAY: Earthcraft is insanely powerful, and the land base should be modified to take greater advantage of this enchantment by including more basic lands and/or ramp spells. Not playing a basic Forest until turn eight hindered the ability to progress our board with it under our control. The potential existed to end the game sooner under more favorable circumstances.

2-PLAYER MATCH: Riku of Two Reflections vs. Kenrith, the Returned King (5-color good stuff)

KENRITH wins the draw.

T1: KENRITH plays a Plains and passes. RIKU plays a Forest and passes.

T2: KENRITH plays a Mountain and passes. Riku plays a Mountain and passes.

T3. KENRITH does not play a land and passes. RIKU plays an Island and passes.

T4. KENRITH does not play a land and passes. RIKU plays Lavaglide Pathway  , casts Skyshroud Claim and puts Breeding Pool and Steam Vents into play tapped and passes.

T5: KENRITH plays a Swamp and passes. RIKU does not play a land, casts Phylath, World Sculptor, creates three 0/1 green plant creature tokens, KENRITH casts Despark, targets Phylath, World Sculptor and RIKU passes.

T6: KENRITH plays Command Tower, casts Incubation Druid and passes. RIKU does not play a land, casts Dragonlair Spider and passes.

T7: KENRITH does not play a land, casts Ashiok, Dream Render, RIKU creates a 1/1 green insect creature token, KENRITH activates Ashiok, Dream Render's -1 ability, mills RIKU for four, exiles his graveyard and passes. RIKU plays Sulfur Falls, casts Elvish Rejuvenator, forgets that Ashiok, Dream Render prevents searching libraries, attacks Ashiok, Dream Render with Dragonlair Spider, KENRITH blocks with Incubation Druid and RIKU passes.

T8: KENRITH does not play a land, activates Ashiok, Dream Render's -1 ability and mills RIKU for four cards, exiles his graveyard and passes. RIKU plays Gaea's Cradle, casts Riku of Two Reflections, casts Avenger of Zendikar, pays and copies it with Riku of Two Reflections's ability, creating 16 0/1 green plant creature tokens, attacks Ashiok, Dream Render with Dragonlair Spider, dealing lethal damage and passes.

T9: KENRITH does not play a land and passes. RIKU plays a Mountain, puts two +1 +1 counters on each plant token due to the landfall triggers of each Avenger of Zendikar, casts Chancellor of the Forge, pays and copies it with Riku of Two Reflections's ability and opponent concedes. WIN.

2-1

GAME #3 OBSERVATIONS

LAND DROPS: Played a land on seven of nine turns.

REMOVAL: No removal spells were drawn during the course of this game. A lack of removal is becoming a trend: Two removal spells in three games played (22 total turns).

GAMEPLAY: It is difficult to derive any meaningful observations and/or statistics from this match. KENRITH suffered with mana-screw for the entire game while playing a land on just four of his nine turns. The fact that we needed nine turns to end this match is more telling. This statistic may hint at necessary revisions on the horizon.

2-PLAYER MATCH: Riku of Two Reflections vs. Kenrith, the Returned King (5-color good stuff)

RIKU wins the draw. No lands in opening hand, mulligan. One land in opening hand, mulligan to six cards. One land in opening hand, mulligan to five cards. Forest, Deserted Temple, Elvish Rejuvenator, Springbloom Druid and Sneak Attack in opening hand. Keep with the hope of drawing a land early.

T1: RIKU plays a Forest and passes. KENRITH plays Temple of Deceit tapped, scrys 1 and passes.

T2: RIKU plays Deserted Temple, casts Manamorphose, draws a card and passes. KENRITH plays Terramorphic Expanse, taps it, sacrifices it, puts a Mountain into play tapped and passes.

T3: RIKU does not play a land and passes. KENRITH does not play a land, cycles Shark Typhoon to draw a card and passes.

T4: RIKU plays a Forest, casts Elvish Rejuvenator, reveals no lands from the top five cards of his library and passes. KENRITH does not play a land, taps for , reveals Tetzimoc, Primal Death, puts a prey counter on Elvish Rejuvenator and passes.

T5: RIKU does not play a land, casts Springbloom Druid, sacrifices Deserted Temple, puts into play tapped an Island and a Mountain and passes. KENRITH plays a Plains, casts The Royal Scions, activates their +1 ability in order to draw a card, discards a card and passes.

T6: RIKU does not play a land, casts Sneak Attack, attacks The Royal Scions with Elvish Rejuvenator and Springbloom Druid, dealing two points of damage to The Royal Scions and passes. KENRITH does not play a land, activates The Royal Scions's +1 ability in order to draw a card, discards a card, casts Sol Ring and passes.

T7: RIKU does not play a land, taps for , activates Sneak Attack, puts Phylath, World Sculptor into play, creates four 0/1 plant creature tokens, attacks The Royal Scions with Phylath, World Sculptor, deals five points of lethal damage to The Royal Scions, sacrifices Phylath, World Sculptor due to Sneak Attack and passes. KENRITH does not play a land, casts Kenrith, the Returned King and passes.

T8: RIKU does not play a land, casts Skyshroud Claim, puts Breeding Pool and Steam Vents into play tapped and passes. KENRITH does not play a land, taps , activates Kenrith, the Returned King's graveyard recursion ability, puts Zacama, Primal Calamity into play, attacks RIKU with Kenrith, the Returned King, deals five points of General/Commander damage to RIKU and passes.

T9: RIKU does not play a land, taps , casts Mythos of Illuna copying Zacama, Primal Calamity, targets Kenrith, the Returned King with Mythos of Illuna's fight ability and passes. KENRITH does not play a land, casts Iroas, God of Victory, attacks RIKU with Zacama, Primal Calamity, RIKU blocks with two 0/1 plant creature tokens and ZAXARA passes.

T10: RIKU does not play a land, attacks KENRITH with token copy of Zacama, Primal Calamity, KENRITH blocks with Zacama, Primal Calamity, during post-combat main phase, RIKU pays , activates Sneak Attack, puts Deranged Hermit into play, creates four 1/1 green squirrel creature tokens, casts Rite of Replication targeting Deranged Hermit, creates four 1/1 green squirrel creature tokens, sacrifices the original Deranged Hermit due to Sneak Attack and passes. KENRITH plays a Mountain, casts God-Pharaoh Statue and passes.

T11: RIKU does not pay the echo cost for the token copy of Deranged Hermit, sacrifices it, does not play a land, attacks KENRITH with eight 1/1 green squirrel creature tokens, Springbloom Druid and Elvish Rejuvenator, deals ten points of damage to KENRITH, casts Imperial Recruiter, pays for the God-Pharaoh Statue tax, searches library, reveals Wood Elves and passes. KENRITH does not play a land and passes.

T12: RIKU plays Kessig Wolf Run, attacks with every creature except the two 0/1 plant creature tokens, taps every land but Steam Vents, activates Kessig Wolf Run and deals a total of 14 points of damage to KENRITH, taps for , activates Sneak Attack, puts Wood Elves into play, searches library, puts Stomping Ground into play tapped due to Wood Elves's enter the battlefield trigger and passes. KENRITH does not play a land and passes.

T13: RIKU plays Riverglide Pathway  , taps for , activates Sneak Attack, puts Genesis into play, attacks KENRITH with every creature except the two 0/1 plant creature tokens, taps every land for mana, activates Kessig Wolf Run and deals lethal combat damage to KENRITH. WIN.

3-1

GAME #4 OBSERVATIONS

LAND DROPS: Played a land on just five of 13 turns and needed to mulligan three times due to lack of lands in opening hands. The ramps spells saved this game. This game may be an outlier, but it is not the only match that was hampered by the land base thus far (Game #2). Prior to this game, RIKU had played a land on 18 of 22 turns thus far (81.8%).

REMOVAL: Mythos of Illuna saved the day, and was the only removal spell drawn during this game, and just three in four games played (35 total turns).

GAME-PLAY: The victories in these matches are misleading. Our opponents made land drops on just 26 out of 48 total turns (54.2%) during these four games. THAT IS NOT THE NORM. A regression to the mean is to be expected, and when this inevitability transpires the deck's win percentage will most likely plummet without revisions to the 99. If my opponents were not suffering from mana screw during these contests, then I believe the win-loss record would be 1-3 or 0-4 as opposed to 3-1. A lack of removal and sporadic land drops created a sense of vulnerability on defense and weakened offensive board states. The sample size is small, but the sense is a revised land base and additional removal spells are necessary inclusions for this deck to be competitive, not cEDH-level competitive, of course, but more put-up-a-fight competitive.

3-PLAYER MATCH: Riku of Two Reflections vs. Kaalia of the Vast vs. Kozilek, the Great Distortion

KAALIA wins the draw. KOZILEK takes a free mulligan, mulligans again and begins the game with six cards.

T1: KAALIA plays Prismatic Vista, taps it, pays one life, sacrifices it, puts a Mountain into play and passes. KOZILEK plays Arch of Orazca and passes. RIKU plays Breeding Pool tapped and passes.

T2: KAALIA plays Marsh Flats, taps it, pays one life, sacrifices it, puts Blood Crypt into play tapped and passes. KOZILEK plays Ancient Tomb, casts Mimic Vat and passes. RIKU plays a Mountain and passes.

T3: KAALIA plays a Plains, casts Kaalia, Zenith Seeker, reveals Aurelia, the Warleader and Bogardan Hellkite from her enter the battlefield trigger, puts them into his hand, discards Bogardan Hellkite and passes. KOZILEK plays a Wastes, casts Hedron Archive and passes. RIKU plays a Forest, casts Elvish Rejuvenator, puts Flooded Grove into play tapped from its enter the battlefield trigger and passes.

T4: KAALIA plays Reflecting Pool, casts Quicksilver Amulet, attacks KOZILEK with Kaalia, Zenith Seeker, deals three points of damage to KOZILEK and passes. KOZILEK plays a Wastes, casts Ugin, the Ineffable, activates Ugin, the Ineffable's +1 ability, exiles the top card of his library face down, create a 2/2 colorless spirit creature token and passes. RIKU plays Cragcrown Pathway  , casts Skyshroud Claim, puts a Forest and Stomping Ground into play, pays two life in order to untap Stomping Ground, casts Llanowar Visionary, draws a card from its enter the battlefield trigger and passes.

T5: KAALIA plays Battlefield Forge, taps for , activates Quicksilver Amulet, puts Aurelia, the Warleader into play, attacks KOZILEK with Kaalia, Zenith Seeker and Aurelia, the Warleader, gains an additional combat phase due to Aurelia, the Warleader's attack trigger, attacks KOZILEK again with Kaalia, Zenith Seeker and Aurelia, the Warleader, deals 12 total points of damage to KOZILEK and passes. KOZILEK plays Eye of Ugin, activates Ugin, the Ineffable's -3 ability, targets Aurelia, the Warleader, activates Eye of Ugin, searches library, reveals Ulamog, the Ceaseless Hunger, attacks RIKU with a 2/2 colorless spirt creature token, deals two points of damage to RIKU and passes. RIKU does not play a land, casts Deep Forest Hermit, creates four 1/1 green squirrel creature tokens and passes.

T6: KAALIA plays a Mountain, taps for , activates Quicksilver Amulet, puts Bladewing the Risen into play, targets Bogardan Hellkite with Bladewing the Risen's enter the battlefield trigger, deals five points of damage to KOZILEK from Bogardan Hellkite's enter the battlefield trigger, attacks KOZILEK with Kaalia, Zenith Seeker, deals three points of damage to KOZILEK and passes. KOZILEK plays Homeward Path, casts Ulamog, the Ceaseless Hunger, targets Bladewing the Risen and Bogardan Hellkite with Ulamog, the Ceaseless Hunger's cast trigger, activates Ugin, the Ineffable's +1 ability, exiles the top card of his library face down, create a 2/2 colorless spirit creature token and passes. End of KOZILEK'S turn, RIKU casts Intuition, searches library, reveals Regrowth, Eternal Witness and Gaea's Cradle, KAALIA selects Regrowth, Eternal Witness and Gaea's Cradle go to RIKU'S graveyard and KOZILEK'S turn ends. RIKU does not play a land, casts Regrowth, targets Gaea's Cradle, plays Gaea's Cradle, casts Chancellor of the Forge, casts Rite of Replication targeting Chancellor of the Forge, attacks KAALIA with 25 1/1 red goblin creature tokens with haste, KAALIA blocks a goblin, RIKU deals 24 points of damage to KAALIA and passes.

T7: KAALIA plays a Plains, casts Merciless Eviction, chooses to exile all creatures, KOZILEK returns two face-down cards from the battlefield to his hand and KAALIA passes. KOZILEK plays Sanctum of Ugin, casts Ulamog, the Infinite Gyre, targets Quicksilver Amulet with Ulamog, the Infinite Gyre's cast trigger, activates Ugin, the Ineffable's +1 ability, exiles the top card of his library face down, create a 2/2 colorless spirit creature token and passes. RIKU does not play a land, casts Phylath, World Sculptor, creates three 0/1 green plant creature tokens and passes.

T8: KAALIA does not play a land, casts Sneak Attack, taps for , activates Sneak Attack, puts Overseer of the Damned into play, targets Phylath, World Sculptor with Overseer of the Damned's enter the battlefield trigger, creates a 2/2 black zombie creature token tapped due to Overseer of the Damned's death trigger, taps for , activates Sneak Attack, puts Ryusei, the Falling Star into play, attacks KOZILEK with Overseer of the Damned and Ryusei, the Falling Star, deals ten points of lethal damage to KOZILEK, eliminates KOZILEK, sacrifices Overseer of the Damned and Ryusei, the Falling Star due to Sneak Attack, deals five points of damage to all creatures without flying, killing KAALIA'S 2/2 black zombie creature token and RIKU'S three 0/1 green plant creature tokens and passes. RIKU draws Temporal Mastery, pays , casts Temporal Mastery for its miracle cost, does not play a land, casts Riku of Two Reflections and passes.

EXTRA TURN: RIKU plays a Mountain, casts Chord of Calling, equals five, taps for , copies Chord of Calling with an activation from Riku of Two Reflections, searches library, puts Deranged Hermit into play, creates four 1/1 green squirrel creature tokens, searches library, puts Urabrask the Hidden into play, attacks KAALIA with Deranged Hermit, Urabrask the Hidden and four 2/2 green squirrel creature tokens, deals 13 points of damage to KAALIA and passes.

T9: KAALIA draws and concedes. WIN.

4-1

GAME #5 OBSERVATIONS

LAND DROPS: Played a land on six of nine turns and needed to cast Regrowth in order to play Gaea's Cradle on one of those turns.

REMOVAL: No removal spells were drawn during the course of this game.

GAME-PLAY: Overall this was the most competitive game played at the table with Riku of Two Reflections. Temporal Mastery saved the day. Merciless Eviction was a killer but board wipes are to be expected. It seemed as if KAALIA and KOZILEK had it out for each other, allowing RIKU'S game plan to proceed without too much attention during the early portions of this contest. Will that continue?

3-PLAYER MATCH: Riku of Two Reflections vs. Kaalia of the Vast vs. Kozilek, the Great Distortion

KOZILEK wins the draw. KOZILEK takes free mulligan.

T1: KOZILEK plays Tomb of the Spirit Dragon and passes. RIKU plays a Forest and passes. KAALIA plays Godless Shrine tapped and passes.

T2: KOZILEK plays Arch of Orazca, casts Mind Stone and passes. RIKU plays Flooded Grove, casts Earthcraft and passes. KAALIA plays Dragonskull Summit, casts Lightning Greaves and passes.

T3: KOZILEK plays Scavenger Grounds, casts Sculpting Steel, targets Lightning Greaves with its enter the battlefield trigger and passes. RIKU plays a Mountain and passes. KAALIA plays a Plains, casts Strionic Resonator and passes.

T4: KOZILEK plays a Wastes, casts Unwinding Clock and passes. RIKU plays Deserted Temple, casts Lithoform Engine and passes. KAALIA plays Maze of Ith, casts Chromatic Lantern and passes.

T5: KOZILEK plays Strip Mine, taps it, sacrifices it, targets Maze of Ith, casts Blinkmoth Urn and passes. RIKU plays Temple of the False God, casts Avenger of Zendikar, creates five 0/1 green plant creature tokens and passes. KAALIA plays Savai Triome tapped, casts Kaalia of the Vast, equips Lightning Greaves to Kaalia of the Vast, attacks RIKU with Kaalia of the Vast, puts Lord of the Void into play tapped and attacking RIKU due to Kaalia of the Vast's attack trigger, deals two points of General/Commander damage to RIKU, deals seven points of combat damage from Lord of the Void for nine total points of combat damage, RIKU reveals the top seven cards of his library due to Lord of the Void's combat damage trigger, KAALIA puts Hornet Queen into play, creates four 1/1 green insect creature tokens with flying and deathtouch and passes.

T6: KOZILEK plays Inventors' Fair, casts Kozilek, the Great Distortion, draws four cards due to Kozilek, the Great Distortion's cast trigger, equips the Sculpting Steeled-Lightning Greaves to Kozilek, the Great Distortion, attacks RIKU with Kozilek, the Great Distortion, deals 12 points of General/Commander damage to RIKU and passes. RIKU plays Gaea's Cradle, casts Rite of Replication kicked targeting Hornet Queen, taps for , taps Lithoform Engine, targets Rite of Replication targeting Hornet Queen, creates ten creature token copies of Hornet Queen, creates 40 1/1 green insect creature tokens with flying and deathtouch, taps several creature tokens through Earthcraft's ability, untapping and tapping a Forest and a Mountain, casts Omnath, Locus of Rage, casts Genesis Wave, equals 30, puts into play Doubling Season, Urabrask the Hidden, Siege-Gang Commander, ten lands in addition to other permanents and both opponents concede. WIN.

5-1

GAME #6 OBSERVATIONS

LAND DROPS: Played a land on six of six turns.

REMOVAL: No removal spells were drawn during the course of this game.

GAME-PLAY: This is the path with which Riku of Two Reflections felt most comfortable: An explosive game-ending turn that utilizes powerful cards like Earthcraft, Genesis Wave, Gaea's Cradle, Lithoform Engine, Riku of Two Reflections and other cards such as Intuition, Rite of Replication, Avenger of Zendikar, Chancellor of the Forge and Chord of Calling. With numerous creature tokens that can be utilized through Earthcraft, we could have unlimited mana resources throughout a potentially game-ending turn.

CONCLUSION

With the aforementioned perspective and game-play results in mind, revisions to the 99 are necessary in order to optimize our plan. Here is an MTG Burgeoning YouTube video discussing these changes:

THE PLAN

1) As highlighted earlier, the deck now has a more focused theme. As such, it is imperative to strengthen this path to victory by including cards that optimize it as well as removing cards that homogenize it and/or minimize its effectiveness.

GOAL: Replace alternative win conditions with cards that enhance our new focus.

ACTION: Remove Warp World, Omnath, Locus of Rage, Rampaging Baloths.

ACTION: Add Consecrated Sphinx, Tishana, Voice of Thunder, Myojin of Seeing Winds.

ACTION: Replace Comet Storm with Expansion / Explosion.

REASONING: The Warp World package was installed in this deck's infancy as a potential win condition. By eliminating Warp World and specific cards included in the deck for the purposes of casting a powerful Warp World (Omnath, Locus of Rage, Rampaging Baloths), we can add cards that will strengthen our current vision. By doing so, we are able to create a more powerful deck. Consecrated Sphinx will fill our hand with cards through a round of turns. Tishana, Voice of Thunder will draw us a ton of cards under the right circumstances. Myojin of Seeing Winds will do the same. Each of these creatures will allow us to keep our hand full of cards in order to end the game with an explosive turn. Additionally, by replacing Comet Storm with Expansion / Explosion, we add the ability to copy an instant or sorcery spell with a converted mana cost of four or less and add a powerful cantrip spell that doubles as direct damage. Losing the win condition of Comet Storm and gaining the versatility of Expansion / Explosion is a favorable exchange and enhances our theme.

2) Early during this deck's construction, there was a focus on token generation, both burst token generation (Avenger of Zendikar, Phylath, World Sculptor, Chancellor of the Forge) and token generation over time (Dragonlair Spider, Dragon Broodmother). As noted through gameplay, the burst token generators proved to be very successful. Creatures that generated tokens over time...did not, and are no longer viable.

GOAL: Replace creatures that generate tokens over time with cards that will optimize our new game-plan.

ACTION: Remove Dragon Broodmother, Dragonlair Spider, Myr Battlesphere

ACTION: Add Kozilek, the Great Distortion, The Locust God, Thought Vessel.

REASONING: Both Dragon Broodmother and Dragonlair Spider fit the description of token generators over time. However, Myr Battlesphere provides burst token generation. So why is it eliminated? For a converted mana cost of seven, it provides four 1/1 myr tokens. In comparison, Hornet Queen has the same converted mana cost and provides the same number of creature tokens. However, these creature tokens have flying and deathtouch, whereas Myr Battlesphere's creature tokens are vanilla. For an investment of seven (or less) mana, I would rather have The Locust God. With a focus of drawing more cards, keeping those cards in our hand is favorable, and Thought Vessel eliminates our maximum hand size, just like Reliquary Tower. With a fist full of cards, Kozilek, the Great Distortion can turn each card into a potential counterspell if our opponents plan to interact with our game-ending turn.

3) In six games and 50 turns, we only drew three removal spells. Having a removal spell just 6.0% of the time feels uneasy. Admittedly, the initial vision of the deck limited our removal spells in order to focus on numerous win conditions. This was a mistake.

GOAL: Add more removal spells.

ACTION: Remove Anger, Genesis, Fabricate

ACTION: Add Reality Shift, Krosan Grip, Wilt.

REASONING: Without a sacrifice outlet, it was a challenge to get Anger and Genesis into the graveyard, where their abilities shine most brightly. I prefer to eliminate this challenge by putting a premium on challenging my opponents' permanents. Whether it's exiling a creature with Reality Shift, stopping a combo with Krosan Grip, and/or destroying an artifact or enchantment with Wilt, it is more favorable to remove the guess work of how to get specific creatures into the graveyard and get more of our opponents' permanents off of the battlefield. As for Fabricate, mid-to-late game, I would prefer to draw a removal spell than an artifact tutor. Tutoring for artifacts will be addressed later in this sub-description. Additionally, we can also cycle Wilt if needed.

4) If we consider the land-drop statistic from game #4 (5 land drops in 13 turns, 38.5%) an outlier, then the land-drop rate of the other five games was 81.1% (30 land drops in 37 turns). This would indicate that including additional lands is unnecessary at this time, or, at least, until more data is compiled. HOWEVER, the lands themselves weakened some of the key components of gameplay, specifically, Earthcraft and Phylath, World Sculptor.

GOAL: Put in some basic lands and take out some non-basic lands.

ACTION: Remove Flooded Grove, Cragcrown Pathway  , Riverglide Pathway  

ACTION: Add Island, Mountain, Forest.

REASONING: By reducing the number of non-basic lands, we can optimize the use of cards like Earthcraft and Phylath, World Sculptor.

5) Odds and ends. Now that we have a more focused approach to our deck, perusing the rest of the 99 is ideal in order to identify any other cards that could be replaced in an attempt to streamline our plan.

GOAL: Optimize

ACTION: Remove Fblthp, the Lost, Llanowar Visionary, Elvish Rejuvenator, Springbloom Druid

ACTION: Add Trinket Mage, Tribute Mage, Kodama's Reach, Cultivate

REASONING: Fblthp, the Lost was better suited in the Warp World package and offers nothing more than a cantrip creature for . As evidenced during gameplay, whiffing on Elvish Rejuvenator's enter the battlefield trigger hurts. It hurts a lot. Llanowar Visionary nets us a card and can tap for , for its can be invested in something else more beneficial. Lastly, Springbloom Druid can help fix our mana by putting two basic lands into play tapped, but we must sacrifice a land in order to do so. For the same mana cost, we could cast Kodama's Reach and/or Cultivate, putting a basic land into play tapped and ensuring another land drop, while not sacrificing a land. Trinket Mage and Tribute Mage can tutor for our powerful artifacts (Sol Ring, Mana Crypt, Skullclamp, Thought Vessel, Lightning Greaves, Arcane Signet). These four spells strengthen our game plan by replacing less effective/sporadically effective spells.

And that's the way the news goes. These changes will be unofficial and not updated in the 99 above until there is data indicating improvements and/or progression with the deck. I look forward to piloting this revised version of Riku of Two Reflections in order to discover if these changes were beneficial or if we're back to the drawing board. Until next time!

Here is an MTG Burgeoning YouTube video discussing the revisions to the deck, the most powerful cards and/or interactions in the deck and how these revisions improved the deck and strengthened game-play:

3-PLAYER MATCH: Riku of Two Reflections (revised) vs. Zaxara, the Exemplary vs. Kaalia of the Vast

KAALIA wins the draw. RIKU'S opening hand had two lands (Deserted Temple, Kessig Wolf Run), RIKU takes a free mulligan, draws a hand of Forest, Island, Mountain, Gaea's Cradle, Arcane Signet, Beast Within and Intuition and keeps.

T1: KAALIA plays a Plains, casts Reconnaissance and passes. RIKU plays a Forest and passes. ZAXARA plays Breeding Pool tapped and passes.

T2: KAALIA plays a Swamp, casts Blade of Selves and passes. RIKU plays an Island, casts Arcane Signet and passes. ZAXARA plays Exotic Orchard, casts Farseek, puts Overgrown Tomb into play tapped and passes.

T3: KAALIA plans Miren, the Moaning Well and passes. RIKU plays a Mountain and passes. ZAXARA plays Karn's Bastion, casts Primordial Hydra with two +1 +1 counters and passes. End of ZAXARA'S turn, KAALIA casts Swords to Plowshares targeting Primordial Hydra and ZAXARA gains two life.

T4: KAALIA plays Isolated Chapel and casts Armageddon. In response, RIKU casts Intuition, searches library, reveals Regrowth, Eternal Witness and Mana Crypt to KAALIA, KAALIA chooses Regrowth, RIKU puts Eternal Witness and Mana Crypt into his graveyard and Regrowth into his hand. ZAXARA passes. RIKU plays Gaea's Cradle and passes. ZAXARA plays Mana Confluence and passes.

T5: KAALIA plays Godless Shrine tapped and passes. RIKU does not plan a land and passes. ZAXARA does not play a land and passes.

T6: KAALIA plays a Mountain and passes. RIKU plays a Mountain, casts Regrowth, targets Mana Crypt, casts Mana Crypt and passes. ZAXARA does not play a land and passes.

T7: KAALIA does not play a land and passes. RIKU calls tails, flips heads, takes three points of damage from Mana Crypt's upkeep trigger, plays a Mountain, casts Siege-Gang Commander, creates three 1/1 red goblin creature tokens due to Siege-Gang Commander's enter the battlefield trigger, casts Kodama's Reach, puts an Island into play tapped, puts a Forest in his hand and passes. ZAXARA does not play a land, casts Retribution of the Ancients and passes.

T8: KAALIA does not play a land and passes. RIKU calls tails, flips tails, takes no damage from Mana Crypt's upkeep trigger, does not play a land, casts Farhaven Elf, puts an Island into play tapped due to Farhaven Elf's enter the battlefield trigger, casts Riku of Two Reflections, casts Manamorphose, casts Rite of Replication targeting Siege-Gang Commander, creates a token copy of Siege-Gang Commander, creates three 1/1 goblin creature tokens, attacks ZAXARA with Siege-Gang Commander, attacks KAALIA with three 1/1 goblin creature tokens, deals two points of combat damage to ZAXARA, deals three points of combat damage to KAALIA and passes. ZAXARA plays Opulent Palace and passes.

T9: KAALIA does not play a land, casts Sol Ring and passes. RIKU calls tails, flips heads, takes three points of damage from Mana Crypt's upkeep trigger, plays an Island, attacks ZAXARA with Siege-Gang Commander and three 1/1 goblin creature tokens, attacks KAALIA with token copy of Siege-Gang Commander and three 1/1 goblin creature tokens, deals five points of combat damage to ZAXARA, deals five points of combat damage to KAALIA and passes. ZAXARA plays Rogue's Passage, casts Animist's Awakening, equals two, puts Alchemist's Refuge and a Swamp into play tapped and passes.

T10: KAALIA plays Slayers' Stronghold and passes. End of KAALIA'S turn RIKU casts Fact or Fiction, taps for , copies Fact or Fiction with Riku of Two Reflections's ability, RIKU reveals Temporal Mastery, Genesis Wave, Mystical Tutor, Exotic Orchard and Hinterland Harbor to ZAXARA, ZAXARA puts Genesis Wave into pile #1, puts Temporal Mastery, Mystical Tutor, Exotic Orchard and Hinterland Harbor into pile #2, RIKU selects pile #1 (Genesis Wave), RIKU reveals Pongify, Krosan Grip, Blasphemous Act, Chord of Calling and The Locust God to KAALIA, KAALIA puts Chord of Calling into pile #1, puts Pongify, Krosan Grip, Blasphemous Act and The Locust God into pile #2, RIKU selects pile #1 (Chord of Calling). KAALIA'S turn ends. RIKU calls tails, flips heads, takes three points of damage from Mana Crypt's upkeep trigger, does not play a land, casts Earthcraft, casts Genesis Wave, equals 23, taps for , copies Genesis Wave with Riku of Two Reflections's ability, resolves the first Genesis Wave by putting into play, among other permanents, Avenger of Zendikar, Phylath, World Sculptor, Chancellor of the Forge, Hornet Queen, Deep Forest Hermit, proceeds to resolve the second Genesis Wave by putting into play Spark Double targeting Chancellor of the Forge, then Tishana, Voice of Thunder enters the battlefield, RIKU draws-out and dies.* LOSS. ZAXARA plays Gaea's Cradle, casts Thran Dynamo and passes.

*It was not until after the match that it was discovered that Genesis Wave's text states that a player does not HAVE to put permanent cards revealed onto the battlefield if they choose not to, regardless of their converted mana costs. READING THE CARD EXPLAINS THE CARD.

T11: KAALIA does not play a land, casts Generous Gift targeting Thran Dynamo, ZAXARA creates a 3/3 green elephant creature token and KAALIA passes. ZAXARA plays an Island, casts Hooded Hydra for its morph cost, casts Kalonian Hydra, attacks KAALIA with the 3/3 elephant creature token, deals three points of combat damage to KAALIA and passes.

T12: KAALIA plays a Swamp, casts Living Death and passes. ZAXARA does not play a land, casts Voracious Hydra with eight +1 +1 counters and passes.

T13: KAALIA does not play a land, casts Kaalia of the Vast and passes. ZAXARA does not play a land, casts Zaxara, the Exemplary, casts Lightning Greaves, equips Lightning Greaves to Zaxara, the Exemplary, casts Corpsejack Menace, attacks KAALIA with an 8/9 Voracious Hydra, deals eight points of combat damage to KAALIA and passes.

T14: KAALIA does not play a land, attacks ZAXARA with Kaalia of the Vast, puts Rune-Scarred Demon into play tapped and attacking due to Kaalia of the Vast's attack trigger, searches library for a card due to Rune-Scarred Demon's enter the battlefield trigger, puts card into hand, deals two points of General/Commander damage with Kaalia of the Vast, deals six points of combat damage from Rune-Scarred Demon, a total of eight points of combat damage and passes. ZAXARA does not play a land, casts Kruphix, God of Horizons, Kruphix, God of Horizons's devotion triggers, becomes a creature, ZAXARA equips Lightning Greaves to Kruphix, God of Horizons, attacks KAALIA with Kruphix, God of Horizons, Corpsejack Menace, Voracious Hydra and Zaxara, the Exemplary, deals two points of General/Commander damage from Zaxara, the Exemplary, 16 points of combat damage from Kruphix, God of Horizons, Corpsejack Menace and Voracious Hydra, a total of 18 points of combat damage, lowering KAALIA'S life total to three and passes.

T15: KAALIA plays Marsh Flats, attacks ZAXARA with Kaalia of the Vast and Rune-Scarred Demon, puts Master of Cruelties into play tapped and attacking due to Kaalia of the Vast's attack trigger, Master of Cruelties ability triggers, reducing ZAXARA'S life total to one, Master of Cruelties deals no combat damage, Kaalia of the Vast deals two points of General/Commander damage, Rune-Scarred Demon deals six points of combat damage, a total of eight points of lethal combat damage, ZAXARA dies. KAALIA wins.

0-1

GAME #1 OBSERVATIONS

LAND DROPS: Played a land on seven of ten turns.

REMOVAL: Removal spell (Beast Within) in opening hand and opportunities to draw additional removal spells (Blasphemous Act, Pongify, Krosan Grip). Improvement!

GAME-PLAY: D'OH! READING THE CARD EXPLAINS THE CARD. The failure of fully understanding Genesis Wave turned a victory into a loss. Unbelievably bad gaffe aside, the deck functioned extremely well and the revisions were noticeable. Game play was smoother. There was a basic land of each type on our side of the battlefield very early. Our board state recovered quickly from an unexpected Armageddon. Removal spells were more visible. We had our explosive end-the-game turn. Even though this match is a loss, the deck accomplished its goals. The pilot did not. Other bits and pieces of information: Mana Crypt dealt three points of damage to us three out of a possible four turns. Ouch! KAALIA admitted that he eschewed seeking a removal spell with Rune-Scarred Demon's enter the battlefield trigger in favor of Master of Cruelties. KAALIA admitted that he could not keep up with ZAXARA'S ramp and resources and went for the long-shot. It paid off. Unreal.

3-PLAYER MATCH: Riku of Two Reflections (revised) vs. Zaxara, the Exemplary vs. Kaalia of the Vast

RIKU wins the draw. RIKU'S opening hand has no lands, takes a free mulligan, keeps hand with Breeding Pool, Hinterland Harbor, Island, Mountain, Reliquary Tower, Deep Forest Hermit and Consecrated Sphinx. ZAXARA takes a free mulligan.

T1: RIKU plays Breeding Pool tapped and passes. ZAXARA plays Breeding Pool tapped and passes. KAALIA plays a Mountain and passes.

T2: RIKU plays Hinterland Harbor and passes. ZAXARA plays Watery Grave tapped, casts The Ozolith and passes. KAALIA plays Dragonskull Summit and passes.

T3: RIKU plays a Mountain, casts Imperial Recruiter, searches library due to Imperial Recruiter's enter the battlefield trigger, reveals Trinket Mage and passes. ZAXARA plays Reflecting Pool, casts Thought Vessel and passes. KAALIA plays a Plains and passes.

T4: RIKU plays an Island, casts Trinket Mage, searches library due to Trinket Mage's enter the battlefield trigger, reveals Mana Crypt, casts Mana Crypt and passes. ZAXARA plays an Island, casts Zaxara, the Exemplary and passes. End of ZAXARA'S turn, RIKU casts Pongify targeting Zaxara, the Exemplary, ZAXARA creates a 3/3 green ape creature token. ZAXARA'S turn ends. KAALIA plays Reliquary Tower, casts Kaalia of the Vast and passes.

T5: RIKU calls tails, flips heads, takes three points of damage from Mana Crypt's upkeep trigger, plays Reliquary Tower, casts Sol Ring, casts Consecrated Sphinx, attacks KAALIA with Imperial Recruiter and Trinket Mage, KAALIA blocks Imperial Recruiter with Kaalia of the Vast, before combat damage, RIKU casts Reality Shift targeting Kaalia of the Vast, KAALIA manifests the top card of his library, Trinket Mage deals two points of combat damage to KAALIA and RIKU passes. ZAXARA draws, RIKU draws two cards due to Consecrated Sphinx's trigger, ZAXARA plays Strip Mine, casts Unbound Flourishing, casts Mistcutter Hydra, equals two, Unbound Flourishing triggers, ZAXARA puts four +1 +1 counters on Mistcutter Hydra, attacks RIKU with Mistcutter Hydra, attacks KAALIA with 3/3 ape creature token, deals four points of combat damage to RIKU, deals three points of combat damage to KAALIA and passes. KAALIA draws, RIKU draws two cards due to Consecrated Sphinx's trigger, KAALIA plays a Swamp, attacks RIKU with the 2/2 manifest creature, deals two points of combat damage to RIKU, KAALIA casts Living Death, ZAXARA puts four +1 +1 counters on The Ozolith due to Mistcutter Hydra leaving the battlefield and KAALIA passes.

T6: RIKU calls tails, flips heads, takes three points of damage from Mana Crypt's upkeep trigger, plays an Island, casts Exploration, plays Stomping Ground, pays two life to untap Stomping Ground, casts Deep Forest Hermit, creates four 1/1 green squirrel creature tokens, places three vanishing counters on Deep Forest Hermit and passes. ZAXARA plays a Swamp, casts Voracious Hydra, equals five, Unbound Flourishing triggers, doubling to ten, Voracious Hydra enters the battlefield, its enter the battlefield trigger triggers, ZAXARA chooses to double the number of +1 +1 counters placed on Voracious Hydra, puts 20 +1 +1 counters on it and passes. KAALIA plays a Plains, casts Demonic Tutor, searches library, puts a card into his hand and passes.

T7: RIKU calls tails, flips tails, takes no damage from Mana Crypt's upkeep trigger, removes a vanishing counter from Deep Forest Hermit, plays a Mountain, plays Wooded Foothills, taps it, pays one life, sacrifices it, searches library, puts a Forest into play, casts Riku of Two Reflections, attacks KAALIA with four 2/2 squirrel creature tokens, deals eight points of combat damage to KAALIA and passes. ZAXARA plays a Swamp, casts Assassin's Trophy targeting Riku of Two Reflections, RIKU searches library due to Assassin's Trophy's text, puts a Forest into play, ZAXARA moves four +1 +1 counters onto Voracious Hydra, attacks RIKU with a 24/25 Voracious Hydra, RIKU casts an overloaded Cyclonic Rift and ZAXARA passes. KAALIA plays a Plains, casts Master of Cruelties and passes.

T8: RIKU calls tails, flips tails, takes no damage from Mana Crypt's upkeep trigger, removes a vanishing counter from Deep Forest Hermit, plays Rootbound Crag, casts Riku of Two Reflections, attacks ZAXARA with four 2/2 squirrel creature tokens, deals eight points of combat damage to ZAXARA and passes. ZAXARA plays Opulent Palace, casts Unbound Flourishing, casts The Ozolith, casts Zaxara, the Exemplary and passes. KAALIA plays a Mountain, casts Kaalia of the Vast, attacks ZAXARA with Master of Cruelties, ZAXARA blocks Master of Cruelties with Zaxara, the Exemplary and KAALIA passes.

T9: RIKU calls tails, flips tails, takes no damage from Mana Crypt's upkeep trigger, removes the last vanishing counter from Deep Forest Hermit, sacrifices Deep Forest Hermit, plays an Island and passes. ZAXARA plays a Swamp, casts Villainous Wealth, equals seven, Unbound Flourishing triggers, Zaxara, the Exemplary triggers, ZAXARA creates a 0/0 green hydra creature token with seven +1 +1 counters on it, ZAXARA targets RIKU with Villainous Wealth #1, RIKU exiles Rapid Hybridization, Skyshroud Claim, Coiling Oracle, Gaea's Cradle, Avenger of Zendikar, Island and Alchemist's Refuge. ZAXARA casts Rapid Hybridization targeting Master of Cruelties, KAALIA creates a 3/3 green frog lizard creature token, ZAXARA casts Skyshroud Claim, puts a Forest into play, puts Overgrown Tomb into play tapped, casts Coiling Oracle, reveals the top card of his library due to Coiling Oracle's enter the battlefield trigger, shows Gaea's Cradle, puts Gaea's Cradle into play due to Coiling Oracle's enter the battlefield trigger, casts Avenger of Zendikar, creates 12 0/1 green plant creature tokens due to Avenger of Zendikar's enter the battlefield trigger. ZAXARA targets KAALIA with Villainous Wealth #2, KAALIA exiles a Swamp, Isolated Chapel, Exotic Orchard, Drakuseth, Maw of Flames, Ob Nixilis, Unshackled, Vilis, Broker of Blood and Blade of Selves. ZAXARA casts Blade of Selves, casts Drakuseth, Maw of Flames and casts Ob Nixilis, Unshackled. ZAXARA taps Gaea's Cradle, casts Voracious Hydra, stacks Unbound Flourishing's and Zaxara, the Exemplary's triggers accordingly, creates a 0/0 hydra creature token with 36 +1 +1 counters on it, Voracious Hydra enters the battlefield with 36 +1 +1 counters on it, its enter the battlefield trigger triggers, ZAXARA chooses to double the number of +1 +1 counters on Voracious Hydra, placing 36 more +1 +1 counters on it for a total of 72. ZAXARA passes. KAALIA plays a Mountain, casts Reconnaissance and passes.

T10: RIKU calls tails, flips tails, takes no damage from Mana Crypt's upkeep trigger, does not play a land, casts Siege-Gang Commander, taps for to activate Riku of Two Reflections's ability, creates a token copy of Siege-Gang Commander, creates six 1/1 red goblin creature tokens and passes. ZAXARA plays Temple of the False God, puts a +1 +1 counter on his plant creature tokens, attacks RIKU with a 72/73 Voracious Hydra, attacks KAALIA with Avenger of Zendikar, Coiling Oracle, Drakuseth, Maw of Flames, Zaxara, the Exemplary, Ob Nixilis, Unshackled, a 7/7 hydra creature token, a 36/36 hydra creature token and 12 1/2 plant creature tokens. ZAXARA targets KAALIA for four points of damage from Drakuseth, Maw of Flames's attack trigger, targets Kaalia of the Vast for three points of damage from Drakuseth, Maw of Flames's attack trigger, targets Riku of Two Reflections for three points of damage from Drakuseth, Maw of Flame's attack trigger, RIKU blocks with everything, takes 62 points of lethal combat damage, RIKU dies, KAALIA takes two points of General/Commander damage from Zaxara, the Exemplary, 73 points of combat damage from Avenger of Zendikar, Coiling Oracle, Drakuseth, Maw of Flames, Ob Nixilis, Unshackled, the 7/7 hydra creature token, the 36/36 hydra creature token and 12 1/2 plant creature tokens, a total of 75 points of lethal combat damage, KAALIA dies. ZAXARA wins. LOSS.

0-2

GAME #2 OBSERVATIONS

LAND DROPS: Played a land on nine of ten turns.

REMOVAL: Pongify and Reality Shift put Generals/Commanders back into their respective Command Zones, slowing down our opponents' game plans. In each game thus far post-revisions, the removal has been there.

GAME-PLAY: Similar to the first game, the deck was very smooth. It interacted with each opponent through removal. We played a land on 90% of our turns. We tutored on two separate occasions. We replenished our hand in a round of turns with Consecrated Sphinx under our control. Riku of Two Reflections was in play. We created creature tokens with Deep Forest Hermit and Siege-Gang Commander. We were just unable to provide answers to ZAXARA'S two Villainous Wealths. We also did not draw any of our game-ending cards and/or engines. There is nothing more to include here. All in all, the deck performed very well. I feel better losing with this revised deck than I did winning with the original version. The sample size is small, but I sense no forthcoming revisions. I believe that we have our deck. Other bits and pieces of information: Mana Crypt dealt three points of damage to us two out of a possible six turns. Better! In two games, we took damage 50% of the time from Mana Crypt's upkeep trigger (5/10). HOORAY! I have activated Ral Zarek's ultimate planeswalker ability twice in my lifetime...and lost every coin flip. 0/10. TEN COIN FLIPS. ZERO EXTRA TURNS. So only 50% of possible Mana Crypt upkeep damage triggers is a victory. Zaxara, the Exemplary is so, so strong.

3-PLAYER MATCH: Riku of Two Reflections (revised) vs. Kenrith, the Returned King (tokens) vs. The First Sliver (sliver tribal)

KENRITH wins the draw.

T1: KENRITH plays Ash Barrens and passes. TFS plays Zagoth Triome tapped and passes. RIKU plays Wooded Foothills, taps it, pays one life, sacrifices it, searches library, puts Breeding Pool into play tapped and passes.

T2: KENRITH plays Blossoming Sands tapped, gains one life and passes. TFS plays Mana Confluence, casts Heart Sliver, attacks KENRITH with Heart Sliver, deals one point of combat damage and passes. RIKU plays a Mountain, casts Thought Vessel and passes.

T3: KENRITH plays Selesnya Sanctuary tapped, returns Blossoming Sands to his hand due to Selesnya Sanctuary's enter the battlefield trigger and passes. TFS plays a Plains, casts Cryptolith Rite, attacks KENRITH with Heart Sliver, deals one point of combat damage, casts Enlightened Tutor, searches library, reveals Arcane Signet and passes. RIKU plays Temple of the False God, casts Farhaven Elf, searches library due to Farhaven Elf's enter the battlefield trigger, puts a Mountain into play tapped and passes.

T4: KENRITH plays a Mountain, casts Experimental Frenzy and passes. TFS plays Polluted Delta, taps it, pays one life, sacrifices it, searches library, puts a Swamp into play, casts Arcane Signet, casts Mana Echoes and passes. RIKU does not play a land, casts Sneak Attack and passes.

T5: KENRITH plays a Forest from the top of his library, taps , destroys Experimental Frenzy and passes. TFS plays Steam Vents tapped, casts Sliver Overlord, taps , activates Sliver Overlord's ability, searches library, reveals Sliver Queen and passes. RIKU does not play a land and passes.

T6: KENRITH plays a Myriad Landscape tapped and passes. TFS does not play a land, casts Sliver Queen, adds to his mana pool due to Mana Echoes's trigger, pays to activate Sliver Queen's ability, creates a 1/1 colorless sliver creature token, adds to his mana pool, pays to activate Sliver Queen's ability, creates a 1/1 colorless sliver creature token, adds to his mana pool, pays to activate Sliver Queen's ability, creates a 1/1 colorless sliver creature token and so on until TFS creates 100,000,000,000,000 1/1 colorless sliver creature tokens, attacks KENRITH with 50,000,000,000,000 1/1 sliver creature tokens, attacks RIKU with 50,000,000,000,000, RIKU blocks a 1/1 sliver creature token with Farhaven Elf, TFS deals 50,000,000,000,000 points of combat damage to KENRITH and deals 49,999,999,999,999 points of combat damage to RIKU. TFS wins. LOSS.

0-3

GAME #3 OBSERVATIONS

LAND DROPS: Played a land on three of five turns, one of which was a useless Temple of the False God.

REMOVAL: No removal spells were drawn during the course of this game.

GAME-PLAY: Well, that escalated quickly. An early removal spell could have staved-off elimination by targeting Sliver Queen or Mana Echoes. Alas, it was not meant to be. KENRITH admitted that casting Experimental Frenzy was unwise, choosing to do so in order to "test out the card." After noticing what TFS was trying to accomplish, he destroyed it immediately in order to use resources from his hand. It did not help.

3-PLAYER MATCH: Riku of Two Reflections (revised) vs. Kenrith, the Returned King (tokens) vs. The First Sliver (sliver tribal)

THE FIRST SLIVER wins the draw. RIKU takes a free mulligan. KENRITH takes a free mulligan.

T1: TFS plays Windswept Heath, taps it, pays one life, sacrifices it, searches library, puts Indatha Triome into play tapped and passes. RIKU plays Command Tower and passes. KENRITH plays a Forest and passes.

T2: TFS plays Zagoth Triome tapped and passes. RIKU plays a Forest, casts Arcane Signet and passes. KENRITH plays a Plains, casts Sakura-Tribe Elder and passes.

T3: TFS plays Polluted Delta, taps it, pays one life, sacrifices it, searches library, puts Savai Triome into play tapped, casts Crystalline Sliver and passes. RIKU plays a Mountain, casts Coiling Oracle, reveals the top card of his library due to Coiling Oracle's enter the battlefield trigger, reveals Gaea's Cradle, puts Gaea's Cradle into play and passes. KENRITH plays Gargoyle Castle, casts Doomed Artisan, creates a colorless sculpture artifact creature token with "This creature's power and toughness are each equal to the number of sculptures you control" and passes.

T4: TFS plays Wooded Foothill, taps it, pays one life, sacrifices it, searches library, puts Stomping Ground into play, pays two life, untaps Stomping Ground, casts Lavabelly Sliver, deals one point of damage to KENRITH due to Lavabelly Sliver's enter the battlefield trigger, gains one life, attacks KENRITH with Crystalline Sliver, deals two points of combat damage to KENRITH and passes. RIKU plays Breeding Pool, pays two life, untaps Breeding Pool, casts Riku of Two Reflections and passes. KENRITH plays Gruul Turf, returns Gargoyle Castle to his hand due to Gruul Turf's enter the battlefield trigger, casts Cliffside Rescuer, creates a colorless sculpture artifact creature token with "This creature's power and toughness are each equal to the number of sculptures you control" and passes.

T5: TFS plays Reflecting Pool, casts Heart Sliver, deals one point of damage to RIKU due to Lavabelly Sliver's ability, gains one life, casts Gemhide Sliver, deals one point of damage to RIKU due to Lavabelly Sliver's ability, gains one life and passes. RIKU plays a Mountain and passes. KENRITH plays Gargoyle Caste, casts Good-Fortune Unicorn, creates a colorless sculpture artifact creature token with creates a colorless sculpture artifact creature token with "This creature's power and toughness are each equal to the number of Sculptures you control," puts a +1 +1 counter on it due to Good-Fortune Unicorn's ability and passes.

T6: TFS plays Godless Shrine, pays two life, untaps Godless Shrine, casts The First Sliver, exiles Aluren due to The First Sliver's cascade ability, casts Aluren, The First Sliver enters the battlefield, deals one point of damage to RIKU due to Lavabelly Sliver's ability, gains one life, casts Basal Sliver with Aluren, exiles Venom Sliver due to Basal Sliver's cascade ability, casts Venom Sliver, exiles Training Grounds due to Venom Sliver's cascade ability, casts Training Grounds, Venom Sliver enters the battlefield, deals one point of damage to RIKU due to Lavabelly Sliver's ability, gains one life, Basal Sliver enters the battlefield, deals one point of damage to RIKU due to Lavabelly Sliver's ability, gains one life, TFS attacks RIKU with The First Sliver, deals seven points of General/Commander damage to RIKU and passes. End of TFS'S turn, RIKU casts Mystic Confluence, chooses to draw a card three times, taps , copies Mystic Confluence with Riku of Two Reflections's ability, draws three more cards and TFS'S turn ends. RIKU plays Reliquary Tower, casts Earthcraft, casts Regrowth targeting Mystic Confluence, returns Mystic Confluence to his hand and passes. KENRITH does not play a land, casts Hate Mirage targeting Coiling Oracle and Riku of Two Reflections, the token copies of Coiling Oracle and Riku of Two Reflections enter the battlefield, KENRITH puts a +1 +1 counter on the token copies of Coiling Oracle and Riku of Two Reflections due to Good-Fortune Unicorn's ability, KENRITH reveals Ghired, Conclave Exile due to Coiling Oracle's enter the battlefield trigger, puts Ghired, Conclave Exile into his hand, attacks TFS with Coiling Oracle and Riku of Two Reflections, deals three points of General/Commander damage to TFS, deals two points of combat damage to TFS, a total of five points of combat damage, KENRITH exiles the token copies of Coiling Oracle and Riku of Two Reflections, creates a colorless sculpture artifact creature token with "This creature's power and toughness are each equal to the number of sculptures you control," puts a +1 +1 counter on it and passes.

T7: TFS plays Watery Grave tapped, casts Sinew Sliver, exiles Galerider Sliver due to Sinew Sliver's cascade ability, casts Galerider Sliver, exiles his library (no 0 cmc spells) due to Galerider Sliver's cascade ability, puts Galerider Sliver into play, deals one point of damage to RIKU due to Lavabelly Sliver's ability, gains one life, puts Sinew Sliver into play, deals one point of damage to RIKU due to Lavabelly Sliver's ability, gains one life, attacks RIKU with The First Sliver, deals eight points of General/Commander damage and passes. End of TFS'S turn, RIKU casts Mystic Confluence, chooses to draw three cards, pays , copies Mystic Confluence with an activation from Riku of Two Reflections, draws three more cards. TFS'S turn ends. RIKU plays Scalding Tarn, taps it, pays one life, sacrifices it, puts an Island into play, casts Blasphemous Act for , deals 13 damage to all creatures, KENRITH taps Cliffside Rescuer, sacrifices it, targets Doomed Artisan, provides protection from his opponents, KENRITH sacrifices Sakura-Tribe Elder, searches library, puts a Forest into play tapped, RIKU casts Rhystic Study and passes. KENRITH plays a Plains, casts Giant Adephage, does not pay for the Rhystic Study tax, RIKU draws a card, KENRITH creates a colorless sculpture artifact creature token with "This creature's power and toughness are each equal to the number of sculptures you control" and passes.

T8: TFS plays Path of Ancestry tapped, casts Sliver Legion, pays for the Rhystic Study tax and passes. RIKU plays Hinterland Harbor, casts Avenger of Zendikar, creates nine 0/1 green plant creature tokens, casts Rite of Replication kicked targeting Avenger of Zendikar, creates five token copies of Avenger of Zendikar, creates 45 0/1 green plant creature tokens, casts Chancellor of the Forge, creates 61 1/1 red goblin creature tokens with haste, casts Mythos of Illuna targeting Chancellor of the Forge, creates a token copy of Chancellor of the Forge, creates 123 1/1 red goblin creature tokens with haste, attacks KENRITH with 90 1/1 goblin creature tokens, attacks TFS with 90 1/1 goblin creature tokens, KENRITH blocks two 1/1 goblin creature tokens with Giant Adephage and Doomed Artisan, TFS blocks one 1/1 goblin creature token with Sliver Legion, RIKU deals 88 points of lethal combat damage to KENRITH, RIKU deals 89 points of lethal combat damage to TFS. WIN.

1-3.

GAME #4 OBSERVATIONS

LAND DROPS: Played a land on eight of eight turns.

REMOVAL: Blasphemous Act saved the day. Also had Mystic Confluence twice, but opted to draw cards each time.

GAME-PLAY: VICTORY! Our first win with the revised Riku of Two Reflections deck! Earthcraft is proving to be the most integral card in our deck, and, of course, Gaea's Cradle is no slouch. The combination of Avenger of Zendikar and Chancellor of Forge is becoming our end game. TFS discloses that he would have cascaded/comboed to victory during his next turn if Blasphemous Act did not wipe out his army of slivers. Thank you Innistrad!

3-PLAYER MATCH: Riku of Two Reflections (revised) vs. Kenrith, the Returned King (tokens) vs. The First Sliver (sliver tribal)

THE FRIST SLIVER wins the draw. THE FIRST SLIVER takes a free mulligan, then mulligans down to six cards. RIKU takes a free mulligan, then mulligans down to six cards.

T1: TFS plays Mutavault and passes. RIKU plays a Mountain and passes. KENRITH plays a Plains and passes.

T2: TFS plays Temple Garden tapped and passes. RIKU plays Wooded Foothills, taps it, pays one life, sacrifices it, searches library, puts Breeding Pool into play tapped and passes. KENRITH plays a Forest, casts Roc Egg and passes.

T3: TFS plays Sliver Hive, casts Muscle Sliver and passes. RIKU plays an Island, casts Cultivate, puts a Forest into play tapped, puts a Mountain into his hand and passes. KENRITH plays a Plains, casts Cultivate, puts a Mountain into play tapped, puts a Forest into his hand and passes.

T4: TFS plays Mana Confluence, casts Quick Sliver, attacks RIKU with Muscle Sliver, deals two points of combat damage and passes. RIKU plays a Mountain, casts Skyshroud Claim, puts a Forest into play, puts Stomping Ground into play tapped and passes. KENRITH plays a Forest, casts Soul of Zendikar and passes.

T5: TFS plays Blood Crypt tapped, pays , activates Mutavault's ability, attacks RIKU with Mutavault, Muscle Sliver and Quick Sliver, deals seven points of combat damage to RIKU, casts Gemhide Sliver and passes. RIKU plays Gaea's Cradle, casts Siege-Gang Commander, creates three 1/1 red goblin creature tokens, casts Snapcaster Mage, targets Skyshroud Claim with Snapcaster Mage's enter the battlefield ability, casts Skyshroud Claim, exiles it, puts two Forests into play and passes. KENRITH plays Blossoming Sands, gains one life, casts Beast Whisperer and passes.

T6: TFS plays an Island, casts Hibernation Sliver, pays , activates Mutavault's ability, attacks RIKU with Mutavault, deals three points of combat damage, casts The First Sliver, exiles Mana Echoes from the top of his library due to The First Sliver's cascade ability, casts Mana Echoes, puts The First Sliver into play, adds to his mana pool due to Mana Echoes's ability, casts Cloudstone Curio and passes. RIKU plays Kessig Wolf Run, casts Tishana, Voice of Thunder, casts The Locust God and passes. KENRITH does not play a land and passes.

T7: TFS does not play a land, casts Lavabelly Sliver, exiles Cloudshredder Sliver from the top of his library due to Lavabelly Sliver's cascade trigger, casts Cloudshredder Sliver, exiles Training Grounds from the top of his library due to Cloudshredder Sliver's cascade trigger, casts Training Grounds, puts Cloudshredder Sliver into play, returns Quick Sliver to his hand due to Cloudstone Curio's ability, puts Lavabelly Sliver into play, returns Muscle Sliver to his hand due to Cloudstone Curio's ability, deals one point of damage to RIKU due to Lavabelly Slivers ability, gains one life, casts Muscle Sliver, exiles Path to Exile from the top of his library due to Muscle Sliver's cascade trigger, casts Path to Exile targeting The Locust God, RIKU searches library, puts an Island into play tapped, TFS puts Muscle Sliver into play, deals one of damage to RIKU from Lavabelly Sliver's ability, gains one life, pays , activates Mutavault's ability, attacks RIKU with The First Sliver, Muscle Sliver, Mutavault, Hibernation Sliver, Cloudshredder Sliver and Lavabelly Sliver, deals 22 points of combat damage to RIKU and passes. RIKU plays an Island, casts Rite of Replication kicked targeting Tishana, Voice of Thunder, creates five token copies of Tishana, Voice of Thunder, chooses the five token copies to die due to the Legend Rule, draws 55 cards, casts Earthcraft, casts Sol Ring, casts Intuition, searches library, reveals Cyclonic Rift, Exploration and Avenger of Zendikar to TFS, TFS chooses Exploration, RIKU puts Cyclonic Rift and Avenger of Zendikar into his graveyard, casts Exploration, plays Deserted Temple, casts Chancellor of the Forge, create seven 1/1 goblin creature tokens with haste, cast Spark Double targeting Chancellor of the Forge with its enter the battlefield ability, creates a copy of Chancellor of the Forge, creates 15 1/1 red goblin creature tokens with haste, casts Regrowth targeting Rite of Replication, returns Rite of Replication to hand, casts Rite of Replication kicked targeting Chancellor of the Forge, opponents concede. WIN.

2-3

GAME #5 OBSERVATIONS

LAND DROPS: Played a land on seven of seven turns.

REMOVAL: No removal spells were drawn during the first six turns of the game. Turn seven provided numerous removal spells after drawing 55 cards.

GAME-PLAY: LUCKY! TFS was bringing the heat all game and we were within a few life points of losing before our game-ending turn. TFS ran out of gas during his last turn and needed only one more turn to win. KENRITH admitted drawing poorly based upon the board state and languished to establish any tempo at all.

3-PLAYER MATCH: Riku of Two Reflections (revised) vs. Kozilek, the Great Distortion vs. Zaxara, the Exemplary

ZAXARA wins the draw. Zaxara takes a free mulligan.

T1: ZAXARA plays Reliquary Tower and passes. RIKU plays Stomping Ground tapped and passes. KOZILEK plays Scavenger Grounds and passes.

T2: ZAXARA plays a Forest and passes. RIKU plays Sulfur Falls and passes. KOZILEK plays Strip Mine, casts Eldrazi Mimic and passes.

T3: ZAXARA plays Command Tower, casts Selvala, Heart of the Wilds and passes. RIKU plays an Island, casts Risen Reef, looks at the top card of his library due to Risen Reef's enter the battlefield trigger, puts the card into his hand and passes. KOZILEK plays High Market, casts Mirage Mirror and passes.

T4: ZAXARA plays Strip Mine, casts Demonic Tutor, searches library, puts a card into his hand and passes. RIKU plays Fabled Passage, taps it, sacrifices it, searches library, puts a Forest into play tapped, untaps it due to Fabled Passage's untap ability, casts Tribute Mage, searches library due to Tribute Mage's enter the battlefield ability, reveals Arcane Signet, puts Arcane Signet into his hand and passes. KOZILEK plays Ancient Tomb, casts Whispersilk Cloak, takes two points of damage from Ancient Tomb, equips Whispersilk Cloak to Eldrazi Mimic, attacks RIKU with Eldrazi Mimic, deals two points of combat damage and passes.

T5: ZAXARA does not play a land, casts Kodama's Reach, puts an Island into play tapped, puts an Island into his hand, plays an Island and passes. RIKU plays Temple of the False God, casts Arcane Signet, casts Riku of Two Reflections and passes. KOZILEK plays Temple of the False God, casts Worn Powerstone, attacks RIKU with Eldrazi Mimic, deals two points of combat damage to RIKU and passes.

T6: ZAXARA plays a Swamp, casts Chromatic Lantern, casts Steelbane Hydra, puts three +1 +1 counters on it and passes. RIKU draws Temporal Mastery, reveals it, casts it for its miracle cost of , pays , copies Temporal Mastery with an activation by Riku of Two Reflections, exiles Temporal Mastery, plays a Forest and passes.

TEMPORAL MASTERY EXTRA TURN #1: RIKU plays Kessig Wolf Run, casts Sneak Attack, pays , activates Sneak Attack, puts Deep Forest Hermit into play, pays , copies Deep Forest Hermit with an activation by Riku of Two Reflections, creates a token copy of Deep Forest Hermit, puts three vanishing counters on Deep Forest Hermit, creates four 1/1 green squirrel creature tokens, puts three vanishing counters on the token copy of Deep Forest Hermit, creates four 1/1 green squirrel creature tokens and passes.

TEMPORAL MASTERY EXTRA TURN #2: RIKU does not play a land, casts Mana Crypt, casts Genesis Wave, equals , pays , copies Genesis Wave with an activation by Riku of Two Reflections, reveals Forest, Island, Island, Rapid Hybridization, Pongify and Rite of Replication, puts into play a Forest and two Islands and puts Rapid Hybridization, Pongify and Rite of Replication into the graveyard, reveals Chancellor of the Forge, Lithoform Engine, Gaea's Cradle, Prismatic Vista, Forest and Myojin of Seeing Winds, puts into play Lithoform Engine, Gaea's Cradle, Prismatic Vista and a Forest and puts Chancellor of the Forge and Myojin of Seeing Winds into the graveyard, taps Prismatic Vista, pays one life, sacrifices it, searches library, puts a Forest into play, casts Eternal Witness, taps , taps and activates Lithoform Engine targeting Eternal Witness, creates a token copy of Eternal Witness, returns Myojin of Seeing Winds from graveyard to hand due to Eternal Witness's enter the battlefield trigger, returns Rite of Replication from graveyard to hand due to the token copy of Eternal Witness's enter the battlefield trigger, casts Myojin of Seeing Winds, puts a divinity counter on it and passes.

T6: KOZILEK does not play a land, casts Artisan of Kozilek, draws a card from Selvala, Heart of the Wilds's trigger, triggers Eldrazi Mimic's ability, Eldrazi Mimic becomes 10/9 until end of turn, KOZILEK attacks ZAXARA with Eldrazi Mimic, deals ten points of combat damage and passes.

T7: ZAXARA does not play a land, casts Black Sun's Zenith, equals , RIKU removes a divinity counter from Myojin of Seeing Winds, draws 31 cards, ZAXARA puts six -1 -1 counters on all creatures, leaving Artisan of Kozilek with six -1 -1 counters on the battlefield, shuffles Black Sun's Zenith into his library and passes. RIKU calls tails, flips heads, takes three points of damage from Mana Crypt's upkeep trigger, plays a Mountain, pays , activates Sneak Attack, puts Deranged Hermit into play, creates four 1/1 green squirrel creature tokens, pays , activates Sneak Attack, puts Siege-Gang Commander into play, creates three 1/1 red goblin creature tokens, casts Tooth and Nail entwined, searches library, reveals Phylath, World Sculptor and Avenger of Zendikar, puts Phylath, World Sculptor and Avenger of Zendikar into play, creates 21 0/1 green plant creature tokens, casts Rite of Replication kicked targeting Avenger of Zendikar, creates five token copies of Avenger of Zendikar, creates 60 0/1 green plant creature tokens, casts Thought Vessel and passes. KOZILEK plays Urza's Mine, casts Blinkmoth Urn, equips Whispersilk Cloak to Artisan of Kozilek, attacks RIKU with Artisan of Kozilek, deals four points of combat damage and passes.

T8: ZAXARA does not play a land, casts Black Sun's Zenith, equals , wipes the board, shuffles Black Sun's Zenith into his library and passes. RIKU calls tails, flips tails, does not take three points of damage from Mana Crypt's upkeep trigger, plays a Mountain, casts Regrowth targeting Eternal Witness, casts Eternal Witness, pays , taps and activates Lithoform Engine, creates a token copy of Eternal Witness, returns Avenger of Zendikar from graveyard to hand due to Eternal Witness's enter the battlefield trigger, returns Chancellor of the Forge from graveyard to hand due to the token copy of Eternal Witness's enter the battlefield trigger, casts Riku of Two Reflections, pay , activates Sneak Attack, puts Avenger of Zendikar into play, pays , creates a token copy of Avenger of Zendikar with an activation from Riku of Two Reflections, creates 15 0/1 green plant creature tokens from Avenger of Zendikar's enter the battlefield trigger, creates 15 0/1 green plant creature tokens from the token copy of Avenger of Zendikar's enter the battlefield trigger, pay , activates Sneak Attack, puts Chancellor of the Forge into play, pays , creates a token copy of Chancellor of the Forge with an activation by Riku of Two Reflections, creates 34 1/1 red goblin creature tokens with haste due to Chancellor of the Forge's enter the battlefield trigger, creates 70 1/1 red goblin creature tokens with haste due to the token copy of Chancellor of the Forge's enter the battlefield ability, attacks KOZILEK with 52 1/1 goblin creature tokens, attacks ZAXARA with 52 1/1 goblin creature tokens, deals 52 points of lethal combat damage to KOZILEK, deal 52 points of lethal combat damage to ZAXARA. WIN.

3-3

GAME #6 OBSERVATIONS

LAND DROPS: Played a land on ten of ten turns.

REMOVAL: No removal spells were drawn during the first six turns of the game. It was fortunate that there was no pressing concerns from our opponents which necessitated removal. Turn seven provided numerous removal spells after drawing 31 cards.

GAME-PLAY: SIGNATURE WIN! This was the signature win of the revised Riku of Two Reflections deck. Recovering from back-to-back (SERIOUSLY!!?) Black Sun's Zenith board wipes and re-establish dominant board states is indicative of a resilient deck. This deck has resiliency, staying power and can explode out of nowhere. These are hallmark traits of a great EDH/Commander deck. The revisions are now official! Riku of Two Reflections is now complete and has been added to the pantheon of MTG Burgeoning's EDH/Commander decks. Thank you MTG Burgeoning community!

In the following YouTube video, we revisit this Riku of Two Reflections deck list, which was built by the MTG Burgeoning Community:
Making an appearance on the UP & UP Series, MTG Burgeoning discusses some UPdates & UPgrades to this Riku of Two Reflections EDH deck:

Misty Rainforest replaces Wooded Foothills (CHANGE MADE PRIOR TO THIS VIDEO).

Ketria Triome replaces a Mountain.

Training Center replaces a Mountain.

Rejuvenating Springs replaces an Island.

Spire Garden replaces an Island.

Reflecting Pool replaces a Forest.

Field of the Dead replaces a Forest.

Snow-Covered Island replaces an Island.

Snow-Covered Forest replaces a Forest.

Snow-Covered Mountain replaces a Mountain.

Cragcrown Pathway   replaces a Forest.

Lavaglide Pathway   replaces a Mountain.

Barkchannel Pathway   replaces an Island.

Shivan Reef replaces an Island.

Karplusan Forest replaces a Mountain.

Yavimaya Coast replaces a Forest.

Galvanic Iteration replaces Mythos of Illuna.

Rings of Brighthearth replaces Phylath, World Sculptor.

Mystic Reflection replaces Genesis Wave.

Double Major replaces Mystic Confluence.

Tireless Provisioner replaces Tribute Mage.

Harmonic Prodigy replaces Farhaven Elf.

Adrix and Nev, Twincasters replace Tishana, Voice of Thunder

Upon discovering that Rings of Brightheart, which is utilized to copy activated abilities, does not synergize with Riku of Two Reflections's abilities, which are triggered, it is being replaced by Strionic Resonator.
Here is a deck tech for this Riku of Two Reflections build. It now has been added to the Burgeoning Commander Catalog, and this video also marks the beginning of a Riku of Two Reflections EDH deck video primer series:

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Casual

81% Competitive

Revision 9 See all

(1 year ago)

-1 Rings of Brighthearth main
+1 Strionic Resonator main
Top Ranked
Date added 3 years
Last updated 11 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

52 - 0 Rares

18 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.52
Tokens Ape 3/3 G, Beast 3/3 G, Copy Clone, Food, Frog Lizard 3/3 G, Goblin 1/1 R, Insect 1/1 G w/ Flying, Deathtouch, Insect 1/1 UR, Manifest 2/2 C, Plant 0/1 G, Squirrel 1/1 G, Treasure, Zombie 2/2 B
Folders EDH Ideas, Riku, MTG Burgeoning's EDH/Commander Decks, intersting decks, decks, Burgeoning Commander Catalog, Random Stuff
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