Type: Deck Idea
Format (legal 👍)
comCommander
Commander Bracket
[1️⃣]
Info
Approx. Value:
$345.22
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Avg. CMC 2.88
Card Color Breakdown
Card Type Breakdown

The Hobbit
releases on August 14, 2026!

Preorder now on CardKingdom Preorder now on TcgPlayer

The Hobbit
releases on August 14, 2026!

Preorder now on CardKingdom Preorder now on TcgPlayer
Main Deck - 100 cards, 89 distinct
Sort by:
:
Name  Ed. Price Type Cost P Modified
Rarity Color
Commander
1 Kykar, Wind's Fury
$0.60
Legendary Creature - Bird Wizard
3 10-Aug-2026 10:54
Creature (22)
1 Archmage Emeritus
$0.62
Creature - Human Wizard
2 10-Aug-2026 10:54
1 Archmage of Runes
$3.29
Creature - Giant Wizard
3 10-Aug-2026 10:54
1 Bria, Riptide Rogue
$32.24
Legendary Creature - Otter Rogue
3 10-Aug-2026 10:54
1 Caldera Pyremaw
$0.36
Creature - Dragon
3 10-Aug-2026 10:54
1 Coruscation Mage
$2.23
Creature - Otter Wizard
2 10-Aug-2026 10:54
1 Electro, Assaulting Battery
$6.27
Legendary Creature - Human Villain
2 10-Aug-2026 10:54
1 Guttersnipe
$0.22
Creature - Goblin Shaman
2 10-Aug-2026 10:54
1 Hermes, Overseer of Elpis
$0.38
Legendary Creature - Elder Wizard
2 10-Aug-2026 10:54
1 Hinata, Dawn-Crowned
$0.31
Legendary Creature - Kirin Spirit
4 10-Aug-2026 10:54
1 Hullbreaker Horror
$6.88
Creature - Kraken Horror
7 10-Aug-2026 10:54
1 Iron Lad, Young Avenger
$0.26
Legendary Artifact Creature - Human Hero
2 10-Aug-2026 10:54
1 Kykar, Zephyr Awakener
$0.32
Legendary Creature - Bird Wizard
3 10-Aug-2026 10:54
1 Monica Rambeau // Photon, Living Light
$1.39
Legendary Creature - Human Hero // Legendary Creature - Elemental Hero
// 10-Aug-2026 10:54
1 Niv-Mizzet, Parun
$5.15
Legendary Creature - Dragon Wizard
5 10-Aug-2026 10:54
1 Ojer Axonil, Deepest Might // Temple of Power
$23.96
Legendary Creature - God // Land
10-Aug-2026 10:54
1 Pinnacle Monk // Mystic Peak
$2.16
Creature - Djinn Monk // Land
10-Aug-2026 10:54
1 Raphael, Tough Turtle
$0.27
Legendary Creature - Mutant Ninja Turtle
1 10-Aug-2026 10:54
1 Rapid Augmenter
$0.25
Creature - Otter Artificer
1 10-Aug-2026 10:54
1 Shiko and Narset, Unified
$0.77
Legendary Creature - Human Spirit Dragon
4 10-Aug-2026 10:54
1 Talrand, Sky Summoner
$0.45
Legendary Creature - Merfolk Wizard
2 10-Aug-2026 10:54
1 The Council of Four
$0.55
Legendary Creature - Human Noble
0 10-Aug-2026 10:54
1 Third Path Iconoclast
$0.29
Creature - Human Monk
2 10-Aug-2026 10:54
Instant (22)
1 Akroma's Will
$18.34
Instant
10-Aug-2026 10:54
1 An Offer You Can't Refuse
$2.40
Instant
10-Aug-2026 10:54
1 Archmage's Charm
$1.41
Instant
10-Aug-2026 10:54
1 Brainstorm
$1.50
Instant
10-Aug-2026 10:54
1 Counterspell
$2.70
Instant
10-Aug-2026 10:54
1 Cyber Conversion
$1.45
Instant
10-Aug-2026 10:54
1 Dovin's Veto
$2.27
Instant
10-Aug-2026 10:55
1 Duty Beyond Death
$0.32
Instant
10-Aug-2026 10:54
1 Emergency Eject
$0.27
Instant
10-Aug-2026 10:54
1 Flashback
$3.21
Instant
10-Aug-2026 10:54
1 Get Lost
$3.48
Instant
10-Aug-2026 10:54
1 Lightning Bolt
N/A
Instant
10-Aug-2026 10:54
1 Narset's Reversal
$1.82
Instant
10-Aug-2026 10:55
1 Opt
$0.15
Instant
10-Aug-2026 10:54
1 Path to Exile
$1.28
Instant
10-Aug-2026 10:54
1 Prismari Command
$0.42
Instant
10-Aug-2026 10:54
1 Render Silent
$2.45
Instant
10-Aug-2026 10:54
1 Secure the Wastes
$3.47
Instant
10-Aug-2026 10:54
1 Sink into Stupor // Soporific Springs
$6.27
Instant // Land
10-Aug-2026 10:54
1 Swan Song
$9.46
Instant
10-Aug-2026 10:54
1 Swords to Plowshares
N/A
Instant
10-Aug-2026 10:54
1 Ultimate Magic: Holy
$0.44
Instant
10-Aug-2026 10:54
Sorcery (5)
1 Expressive Iteration
$0.47
Sorcery
10-Aug-2026 10:54
1 Farewell
$5.29
Sorcery
10-Aug-2026 10:54
1 Flow State
$1.61
Sorcery
10-Aug-2026 10:54
1 Ponder
$2.51
Sorcery
10-Aug-2026 10:54
1 Stock Up
$1.07
Sorcery
10-Aug-2026 10:54
Artifact (7)
1 Arcane Signet
$0.55
Artifact
10-Aug-2026 10:54
1 Lightning Greaves
$3.71
Artifact - Equipment
10-Aug-2026 10:54
1 Skullclamp
$6.93
Artifact - Equipment
10-Aug-2026 10:54
1 Sol Ring
$1.44
Artifact
10-Aug-2026 10:54
1 Talisman of Creativity
$1.33
Artifact
10-Aug-2026 10:54
1 Talisman of Progress
$0.35
Artifact
10-Aug-2026 10:54
1 Thought Vessel
$2.49
Artifact
10-Aug-2026 10:54
Enchantment (7)
1 Anointed Procession
$61.67
Enchantment
10-Aug-2026 10:54
1 Cathars' Crusade
$5.58
Enchantment
10-Aug-2026 10:54
1 Divine Visitation
$0.37
Enchantment
10-Aug-2026 10:54
1 Muster the Departed
$0.31
Enchantment
10-Aug-2026 10:54
1 Renewed Solidarity
$4.37
Enchantment
10-Aug-2026 10:54
1 Sheltered by Ghosts
$1.68
Enchantment - Aura
10-Aug-2026 10:54
1 Whirlwind of Thought
$0.55
Enchantment
10-Aug-2026 10:54
Planeswalker (1)
1 Saheeli, Sublime Artificer
$0.22
Legendary Planeswalker - Saheeli
10-Aug-2026 10:54
Land (35)
1 Adarkar Wastes
$0.70
Land
10-Aug-2026 10:54
1 Azorius Chancery
$0.28
Land
10-Aug-2026 10:54
1 Boros Garrison
$0.35
Land
10-Aug-2026 10:54
1 Clifftop Retreat
$0.49
Land
10-Aug-2026 10:54
1 Command Tower
$0.60
Land
10-Aug-2026 10:54
1 Eiganjo, Seat of the Empire
$5.14
Legendary Land
10-Aug-2026 10:54
1 Frostboil Snarl
$0.37
Land
10-Aug-2026 10:54
1 Glacial Fortress
$0.49
Land
10-Aug-2026 10:54
5 Island
$0.16
Basic Land - Island
10-Aug-2026 10:54
1 Izzet Boilerworks
$0.40
Land
10-Aug-2026 10:54
1 Lindblum, Industrial Regency // Mage Siege
$2.93
Land - Town // Instant - Adventure
10-Aug-2026 10:54
1 Mistrise Village
$8.77
Land
10-Aug-2026 10:54
4 Mountain
$0.43
Basic Land - Mountain
10-Aug-2026 10:54
1 Otawara, Soaring City
$28.46
Legendary Land
10-Aug-2026 10:54
1 Path of Ancestry
$0.35
Land
10-Aug-2026 10:54
5 Plains
$0.48
Basic Land - Plains
10-Aug-2026 10:54
1 Port Town
$0.32
Land
10-Aug-2026 10:54
1 Prairie Stream
$0.34
Land - Plains Island
10-Aug-2026 10:54
1 Riverpyre Verge
$20.80
Land
10-Aug-2026 10:54
1 Rugged Prairie
$0.32
Land
10-Aug-2026 10:54
1 Seachrome Coast
$0.50
Land
10-Aug-2026 10:54
1 Shivan Reef
$0.40
Land
10-Aug-2026 10:54
1 Stormcarved Coast
$2.67
Land
10-Aug-2026 10:54
1 Sulfur Falls
$0.46
Land
10-Aug-2026 10:54
Sideboard - 6 cards, 6 distinct
Sort by:
:
Name  Ed. Price Type Cost P Modified
Rarity Color
Creature (2)
1 Narset, Enlightened Exile
$7.79
Legendary Creature - Human Monk
3 10-Aug-2026 10:54
1 Veyran, Voice of Duality
$1.47
Legendary Creature - Efreet Wizard
2 10-Aug-2026 10:54
Instant (2)
1 Arcane Infusion
$0.29
Instant
10-Aug-2026 10:54
1 The Last Ronin's Technique
$0.23
Instant
10-Aug-2026 10:54
Enchantment (2)
1 Lost in Memories
$0.33
Enchantment - Aura
10-Aug-2026 10:54
1 Witness Protection
$0.22
Enchantment - Aura
10-Aug-2026 10:54
Scratchpad - 0 cards, 0 distinct
Cards in the scratchpad represent cards that you are considering for this deck, but are not actually in the built deck. They do not count towards the in built decks count shown in your inventory. If you are using the Auto Trade feature, they will be still be marked for trade although cards in your main deck and sideboard will not.
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Notes
 
1. The Big Idea

Every cheap spell you cast does at least three things at once. Cast a one-mana cantrip and you draw a card, you make a Spirit off Kykar, and you trigger every other "when you cast a spell" engine on the board — another token here, a point of damage there, a card off a magecraft payoff. The deck is a chain reaction: each spell refills your hand and widens your board, which finds more spells, which makes more tokens.

You play it as a control deck with a token kicker. Early and mid-game you hold up interaction, answer the scariest threats, and quietly build engines. Once you've got two or three "cast → value" pieces stacked, a single turn of chaining spells can produce a board that ends the game — either a sky full of flyers you pump and swing with, or enough incidental burn to finish three open opponents at once.

Tokens are mana (sac to Kykar for {R}), card draw (Skullclamp), and the win condition all at once. Treat them as a renewable resource, not a finish line.

2. The Commander

Kykar, Wind's Fury — a {1}{U}{R}{W} 3/3 flyer that makes a 1/1 white flying Spirit every time you cast a noncreature spell, and lets you sacrifice Spirits for red mana. That second ability matters more than it looks: those Spirits are a ritual engine, letting you convert a wide board back into the mana to cast one more spell — which makes another Spirit, draws off your engines, and so on. It's a soft "free spell" button on big turns.

Things to internalize:

Kykar rewards quantity over quality of spells. Two cantrips are often better than one expensive spell, because each cast is a separate trigger across your whole engine board.
He's a build-around payoff and a sac-for-mana engine — but he's not your beater and he draws removal. Lightning Greaves (shroud + haste) is the ideal protection so he can start generating immediately and survive targeted removal.
Note the second Kykar. Kykar, Zephyr Awakener in the 99 is a parallel Spirit engine (a Spirit on each noncreature spell) that also offers a blink mode — exile your own creature and return it end of turn. Use that mode to re-trigger an ETB (Archmage Emeritus, Talrand, Saheeli) or to save a key creature from removal.
3. How the Deck Wins

A. Go-wide flyers + a finisher (primary). Your token engines flood the board with evasive bodies. Then you convert: Divine Visitation upgrades every token you make into a 4/4 flying Serra Angel; Cathars' Crusade puts a +1/+1 counter on your whole team each time a creature enters (and you make a lot of creatures); Anointed Procession doubles the swarm. Akroma's Will is the alpha-strike button — give the team evasion + double strike (or protection + lifelink) and swing for a lethal, hard-to-block turn.

B. Spellslinger burn (backup / parallel). Guttersnipe hits each opponent for 2 per instant/sorcery; Niv-Mizzet, Parun turns every draw into a ping; Ojer Axonil amplifies your red noncombat damage. Chain a handful of spells with these online and you can close out a wide-open table without combat at all.

C. Card-advantage inevitability. Archmage Emeritus, Archmage of Runes, Whirlwind of Thought, and Niv-Mizzet bury the table in cards. Eventually you simply have more spells, more tokens, and more answers than anyone can contest, and any of your finishers closes it.

4. The Game Plan, Turn by Turn

Turns 1–3 — Mana and a foothold. Lead on rocks (Sol Ring, Arcane Signet, the Talismans, Thought Vessel) and cheap cantrips to smooth your draws. Hold up a counter or cheap removal if nothing better to do. You don't need to "start" yet — you're setting up.

Turns 4–6 — Stack engines. Resolve Kykar and one or two payoffs (a token engine like Saheeli / Third Path Iconoclast / Talrand, a draw engine like Archmage Emeritus or Whirlwind of Thought, or a burn engine like Guttersnipe). Keep interacting — counter the scary stuff, answer combo pieces. Each turn your incidental spell-casting widens the board for free.

Turns 6+ — Go off. With multiple engines online, pick a turn to chain spells: cantrips and cheap interaction trigger everything, Spirits sac for extra mana, and your board explodes. Then convert with Divine Visitation already down, a Cathars' Crusade pile, or Akroma's Will into the alpha strike. With Monica Rambeau flipped, every noncreature spell that turn also puts a counter on your whole board.

5. Key Cards & Engines

Token engines (the "cast → make a body" stack) — Kykar (Spirit), Kykar Zephyr Awakener (Spirit), Saheeli, Sublime Artificer (Servo), Third Path Iconoclast (Soldier), Talrand (Drake on instant/sorcery), plus Bria, Riptide Rogue and The Council of Four. Stacking two or three means one spell makes three or four bodies.

Draw engines — Archmage Emeritus and Whirlwind of Thought (draw on your spells), Archmage of Runes (cost reduction + draw), Niv-Mizzet, Parun (draw on instant/sorcery → ping on each draw), Stock Up, plus the cantrip package (Brainstorm, Ponder, Opt, Expressive Iteration).

Spell-cast payoff creatures — Monica Rambeau // Photon flips into an anthem that drops a +1/+1 counter on the rest of your team every time you cast a noncreature spell; Shiko and Narset, Unified copies your second targeted spell each turn (or draws when it can't); Coruscation Mage and Hermes, Overseer of Elpis turn your casts into damage and value. Iron Lad, Young Avenger shaves {1} off every noncreature spell, an evasive body that stretches your chain turns further.

Token payoffs / finishers — Divine Visitation (tokens → 4/4 flyers), Anointed Procession (double tokens), Cathars' Crusade (team-wide +1/+1 counters), Akroma's Will (alpha-strike/protection), Secure the Wastes and Muster the Departed (instant-speed token bursts that also trigger your engines).

Burn payoffs — Guttersnipe, Niv-Mizzet, Coruscation Mage, Ojer Axonil (amplifies red noncombat damage), Lightning Bolt.

Utility MVPs — Skullclamp (equip a 1/1 token → it dies → draw two; bottomless gas with your token flood), Lightning Greaves (protect Kykar or an engine creature), Hinata, Dawn-Crowned (your targeted spells cost less and can copy; opponents pay more to interact with you).

6. Notable Synergies & Lines

One spell, a cascade of triggers. With Kykar + Saheeli + Third Path Iconoclast + a draw engine out, a single Opt makes a Spirit, a Servo, a Soldier, and draws a card. This is the core loop — protect it and feed it cheap spells.
Narset's Reversal is a two-for-one on your own spells. Copy your Secure the Wastes or a burn spell, then bounce the copied original back to your hand to recast later — each cast re-triggers Kykar and your payoffs, and it doubles as a soft answer that steals an opponent's key spell off the stack.
Spirits are mana. On a combo-y turn, sac Spirits to Kykar for {R} to squeeze out one more spell (which often makes more Spirits than you spent). It's a soft free-spell engine.
Skullclamp + token flood = infinite-feeling card draw. Any spare 1/1 becomes two cards. This is how you refuel after a wipe.
Divine Visitation is a force multiplier, not a win-more. The moment it's down, every token engine is making 4/4 flyers. Prioritize resolving it (or holding a counter to protect it) when you're ahead.
Kykar Zephyr Awakener's blink mode doubles as removal insurance and an ETB re-trigger — flicker Archmage Emeritus or a removal creature, or save something from a kill spell.
7. Mulligan Guide

Keep hands with:

3–4 lands or 2 lands + a rock, and
A way to do something each turn — a couple of cheap cantrips/interaction, ideally plus one engine or payoff to build toward.
Premium keeps: rock + cantrips + an engine piece (a token maker or a draw engine). That's the deck snowballing on schedule. You never need Kykar in hand — he's always available as your commander.

Ship hands that are:

All expensive payoffs (Divine Visitation, Cathars' Crusade, Niv-Mizzet) with no early plays or mana to deploy them.
Lands + a fistful of situational interaction but no engine — you'll answer things forever and never build a board.
Mulligan for action and acceleration; the deep cantrip suite digs you to the payoffs.

8. Piloting Tips

Sequence within a turn for maximum triggers: deploy your token/draw engines first, then chain your cheap spells so each cast counts across the whole board.
Play on other people's turns. Hold up counters and instants; casting something every turn cycle keeps your magecraft and spell-cast engines busy and keeps you reactive.
Don't overextend into an open wrath. You rebuild fast, but try to keep a counter for the sweeper or hold an engine creature back, and lean on Skullclamp to refill afterward.
Protect the right creature. Lightning Greaves goes on whatever is most essential right now — Kykar early, an engine like Niv-Mizzet or Archmage Emeritus later.
Akroma's Will is your "win now." Hold it for the alpha strike rather than spending it as a combat trick; the protection mode can also bail your team out of targeted removal or a damage-based blocker wall.
Use the Spirit ritual deliberately to push through one extra spell on the turn you're trying to go off, not as a habit.
9. Weaknesses & How to Play Around Them

Board wipes are your biggest threat — your board is mostly small tokens. Mitigate by holding a counter for the wipe, not over-committing, blinking a key creature with Zephyr Awakener in response, and rebuilding immediately with your token engines + Skullclamp. Farewell in your own deck is a reset you can aim better than opponents can.
Targeted removal on engine creatures. Niv-Mizzet, Archmage Emeritus, and Kykar are removal magnets. Lightning Greaves, counters, and Hinata's tax keep them online.
Spell-dependence / stalling. A draw heavy on payoffs but light on enablers can sputter. The cantrip package is your insurance — lead on it to dig.
Fast combo decks. Your control suite (Counterspell, Swan Song, An Offer You Can't Refuse, Archmage's Charm, Render Silent) is the answer — prioritize holding interaction up against pods with a known combo, and don't tap out for a value turn if someone's threatening to win.
10. Upgrade Path & Tech

More cost reduction (Goblin Electromancer, Baral-style effects) makes the chain turns reach further and lets a single spell do even more.
A redundant draw-on-cast piece (Murmuring Mystic is both a token engine and a wall) deepens the engine and helps stabilize.
Targeted protection for the team (a second Heroic Intervention-style effect in-color is limited, but Flawless Maneuver / more Akroma's Will-likes) hedges against the wipes that are your weak point.
Tighter finish: if you want a faster close, an Approach-of-the-Second-Sun or a dedicated burn payoff package (more Guttersnipe effects + Ojer Axonil already rewards this) lets the spellslinger plan kill without combat more reliably.
Flex/flavor slots: a few crossover cards (e.g., Raphael, Caldera Pyremaw, Shadowbringers, Rapid Augmenter) lean on theme and incidental value; they're the first place to look if you ever tighten toward pure power — though several pull real weight as bodies/removal. Tell me what any specific one does and I'll tell you whether it's earning its slot.
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