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Riku: Built by the MTG Burgeoning Community

Commander / EDH RUG (Temur)

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 Fiction ing 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. #BFFWith Eternal 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 Bolt ed 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 Forest s, 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