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Decklisty

Decklisty Commander

Narset, Enlightened Master

Lionel Galliere

Duel Commander Poitiers

Maindeck

Instant & Sorceries 1 Ancestral Vision Ancestral Vision 1 Brainstorm Brainstorm 1 Concentrate Concentrate 1 Council's Judgment 1 Cryptic Command Cryptic Command 1 Day of Judgment Day of Judgment 1 Deep Analysis Deep Analysis 1 Dig Through Time Dig Through Time 1 Electrolyze 1 Fact or Fiction Fact or Fiction 1 Force of Will Force of Will 1 Foresee Foresee 1 Mizzix's Mastery Mizzix's Mastery 1 Mystic Confluence Mystic Confluence 1 Pact of Negation Pact of Negation 1 Plea for Power 1 Pyroclasm Pyroclasm 1 Supreme Verdict Supreme Verdict 1 Swords to Plowshares Swords to Plowshares 1 Temporal Manipulation Temporal Manipulation 1 Temporal Mastery Temporal Mastery 1 Thirst for Knowledge 1 Time Stretch Time Stretch 1 Time Warp Time Warp 1 Unexpectedly Absent Unexpectedly Absent 1 Walk the Aeons Walk the Aeons 1 Whipflare Whipflare 1 Wrath of God Wrath of God Land 1 Academy Ruins Academy Ruins 1 Adarkar Wastes Adarkar Wastes 1 Arid Mesa Arid Mesa 1 Battlefield Forge Battlefield Forge 1 Bloodstained Mire Bloodstained Mire 1 Cascade Bluffs Cascade Bluffs 1 Cavern of Souls Cavern of Souls 1 Clifftop Retreat Clifftop Retreat 1 Command Tower Command Tower 1 Crystal Vein Crystal Vein 1 Eiganjo Castle 1 Flagstones of Trokair Flagstones of Trokair 1 Flamekin Village 1 Flooded Strand Flooded Strand 1 Glacial Fortress Glacial Fortress 1 Hall of the Bandit Lord 1 Hallowed Fountain Hallowed Fountain 2 Island Island 1 Marsh Flats Marsh Flats 1 Misty Rainforest Misty Rainforest 1 Mystic Gate Mystic Gate
1 Plains Plains 1 Plateau Plateau 1 Polluted Delta Polluted Delta 1 Sacred Foundry Sacred Foundry 1 Scalding Tarn Scalding Tarn 1 Shivan Reef Shivan Reef 1 Steam Vents Steam Vents 1 Sulfur Falls Sulfur Falls 1 Temple of Enlightenment Temple of Enlightenment 1 Temple of Epiphany Temple of Epiphany 1 Temple of Triumph Temple of Triumph 1 Temple of the False God Temple of the False God 1 Tolaria West Tolaria West 1 Tundra Tundra 1 Volcanic Island Volcanic Island 1 Wasteland Wasteland 1 Windswept Heath Windswept Heath 1 Wooded Foothills Wooded Foothills Other 1 Fire / Ice 1 Ajani Vengeant Ajani Vengeant 1 Azorius Signet Azorius Signet 1 Boros Signet Boros Signet 1 Chandra, the Firebrand Chandra, the Firebrand 1 Coercive Portal 1 Coldsteel Heart Coldsteel Heart 1 Dack Fayden 1 Detention Sphere Detention Sphere 1 Elspeth, Knight-Errant Elspeth, Knight-Errant 1 Elspeth, Sun's Champion Elspeth, Sun's Champion 1 Everflowing Chalice Everflowing Chalice 1 Expedition Map Expedition Map 1 Fellwar Stone Fellwar Stone 1 Fire Diamond Fire Diamond 1 Fractured Powerstone Fractured Powerstone 1 Guardian Idol Guardian Idol 1 Izzet Signet Izzet Signet 1 Jace, the Mind Sculptor Jace, the Mind Sculptor 1 Karn Liberated Karn Liberated 1 Marble Diamond Marble Diamond 1 Mind Stone Mind Stone 1 Mindslaver Mindslaver 1 Narset Transcendent Narset Transcendent 1 Parallax Tide Parallax Tide 1 Prismatic Lens Prismatic Lens 1 Ral Zarek Ral Zarek 1 Sky Diamond Sky Diamond 1 Talisman of Progress Talisman of Progress 1 Thought Vessel Thought Vessel 1 Ugin, the Spirit Dragon Ugin, the Spirit Dragon

Sideboard

Top8

Název decklistu Autor
Tasigur, the Golden Fang Charles Dacunha
Narset, Enlightened Master Lionel Galliere
Meren of Clan Nel Toth Julien Debelleix

Force of Will

You may pay 1 life and remove a blue card in your hand from the game instead of paying Force of Will's casting cost. Effects that prevent or redirect damage cannot be used to counter this loss of life. Counter target spell.

Cavern of Souls

As Cavern of Souls enters the battlefield, choose a creature type. {T}: Add {1} to your mana pool. {T}: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.

Temporal Mastery

Take an extra turn after this one. Exile Temporal Mastery. Miracle {1}{U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Hall of the Bandit Lord

Hall of the Bandit Lord comes into play tapped. {T}, Pay 3 life: Add {1} to your mana pool. If that mana is spent on a creature spell, that creature has haste.

Eiganjo Castle

{T}: Add {W} to your mana pool. {W}, {T}: Prevent the next 2 damage that would be dealt to target legendary creature this turn.

Unexpectedly Absent

Put target nonland permanent into its owner's library just beneath the top X cards of that library.

Flamekin Village

As Flamekin Village enters the battlefield, you may reveal an Elemental card from your hand. If you don't, Flamekin Village enters the battlefield tapped. {T}: Add {R} to your mana pool. {R}, {T}: Target creature gains haste until end of turn.

Coercive Portal

Will of the council — At the beginning of your upkeep, starting with you, each player votes for carnage or homage. If carnage gets more votes, sacrifice Coercive Portal and destroy all nonland permanents. If homage gets more votes or the vote is tied, draw a card.

Council's Judgment

Will of the council — Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes.

Dack Fayden

+1: Target player draws two cards, then discards two cards. -2: Gain control of target artifact. -6: You get an emblem with "Whenever you cast a spell that targets one or more permanents, gain control of those permanents."

Plea for Power

Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.

Azorius Signet

{1}, {T}: Add {W}{U} to your mana pool.

Ral Zarek

+1: Tap target permanent, then untap another target permanent. -2: Ral Zarek deals 3 damage to target creature or player. -7: Flip five coins. Take an extra turn after this one for each coin that comes up heads.

Narset Transcendent

+1: Look at the top card of your library. If it's a noncreature, nonland card, you may reveal it and put it into your hand. -2: When you cast your next instant or sorcery spell from your hand this turn, it gains rebound. -9: You get an emblem with "Your opponents can't cast noncreature spells."

Ugin, the Spirit Dragon

+2: Ugin, the Spirit Dragon deals 3 damage to target creature or player. -X: Exile each permanent with converted mana cost X or less that's one or more colors. -10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.

Guardian Idol

Guardian Idol comes into play tapped. {T}: Add 1 to your mana pool. {2}: Guardian Idol becomes a 2/2 artifact creature until end of turn.

Tolaria West

Tolaria West comes into play tapped. {T}: Add {U} to your mana pool. Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with converted mana cost 0, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Sulfur Falls

Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain. {T}: Add {U} or {R} to your mana pool.

Dig Through Time

Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.

Foresee

Scry 4, then draw two cards. (To scry 4, look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Chandra, the Firebrand

+1: Chandra, the Firebrand deals 1 damage to target creature or player. -2: When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. -6: Chandra, the Firebrand deals 6 damage to each of up to six target creatures and/or players.

Talisman of Progress

{T}: Add {1} to your mana pool. {T}: Add {W} or {U} to your mana pool. Talisman of Progress deals 1 damage to you.

Pact of Negation

Counter target spell. At the beginning of your next upkeep, pay {3}{U}{U}. If you don't, you lose the game.

Parallax Tide

Fading 5 Remove a fade counter from Parallax Tide: Remove target land from the game. When Parallax Tide leaves play, each player returns to play all cards he or she owns removed from the game with Parallax Tide.

Karn Liberated

+4: Target player exiles a card from his or her hand. -3: Exile target permanent. -14: Restart the game, leaving in exile all non-Aura permanent cards exiled with Karn Liberated. Then put those cards onto the battlefield under your control.

Whipflare

Whipflare deals 2 damage to each nonartifact creature.

Concentrate

Draw three cards.

Fractured Powerstone

{T}: Add {1} to your mana pool. {T}: Roll the planar die. Activate this ability only any time you could cast a sorcery.

Temporal Manipulation

You take an extra turn after this one.

Electrolyze

Electrolyze deals 2 damage divided as you choose among any number of target creatures and/or players. Draw a card.

Thirst for Knowledge

Draw three cards. Then discard two cards unless you discard an artifact card.

Cryptic Command

Detention Sphere

When Detention Sphere enters the battlefield, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent. When Detention Sphere leaves the battlefield, return the exiled cards to the battlefield under their owner's control.

Supreme Verdict

Supreme Verdict can't be countered. Destroy all creatures.

Mindslaver

{4}, {T}, Sacrifice Mindslaver: You control target player during that player's next turn. (You see all cards that player could see and make all decisions for the player.)

Ajani Vengeant

+1: Target permanent doesn't untap during its controller's next untap step. -2: Ajani Vengeant deals 3 damage to target creature or player and you gain 3 life. -7: Destroy all lands target player controls.

Elspeth, Knight-Errant

+1: Put a 1/1 white Soldier creature token into play. +1: Target creature gets +3/+3 and gains flying until end of turn. -8: For the rest of the game, artifacts, creatures, enchantments, and lands you control are indestructible.

Fire Diamond

Fire Diamond comes into play tapped. {T}: Add {R} to your mana pool.

Sky Diamond

Sky Diamond comes into play tapped. {T}: Add {U} to your mana pool.

Marble Diamond

Marble Diamond comes into play tapped. {T}: Add {W} to your mana pool.

Crystal Vein

{T}: Add one colorless mana to your mana pool. {T}, Sacrifice Crystal Vein: Add two colorless mana to your mana pool.

Time Warp

Target player takes another turn after this one.

Time Stretch

Target player takes two extra turns after this one.

Pyroclasm

Pyroclasm deals 2 damage to each creature.

Adarkar Wastes

{T}: Add {1} to your mana pool. {T}: Add {W} or {U} to your mana pool. Adarkar Wastes deals 1 damage to you.

Battlefield Forge

{T}: Add {1} to your mana pool. {T}: Add {R} or {W} to your mana pool. Battlefield Forge deals 1 damage to you.

Shivan Reef

{T}: Add {1} to your mana pool. {T}: Add {U} or {R} to your mana pool. Shivan Reef deals 1 damage to you.

Elspeth, Sun's Champion

+1: Put three 1/1 white Soldier creature tokens onto the battlefield. -3: Destroy all creatures with power 4 or greater. -7: You get an emblem with "Creatures you control get +2/+2 and have flying."

Academy Ruins

{T}: Add {1} to your mana pool. {1}{U}, {T}: Put target artifact card in your graveyard on top of your library.

Ancestral Vision

Ancestral Vision is blue. Suspend 4—{U} (Rather than play this card from your hand, pay {U} and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.) Target player draws three cards.

Flagstones of Trokair

{T}: Add {W} to your mana pool. When Flagstones of Trokair is put into a graveyard from play, you may search your library for a Plains card and put it into play tapped. If you do, shuffle your library.

Prismatic Lens

{T}: Add {1} to your mana pool. {1}, {T}: Add one mana of any color to your mana pool.

Walk the Aeons

Buyback-Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you play this spell. If you do, put this card into your hand as it resolves.) Target player takes an extra turn after this one.

Deep Analysis

Target player draws two cards. Flashback - {1}{U}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Volcanic Island

Counts as both islands and mountains and is affected by spells that affect either. Tap to add either {U} or {R} to your mana pool.

Plateau

Counts as both mountains and plains and is affected by spells that affect either. Tap to add either {R} or {W} to your mana pool.

Tundra

Counts as both islands and plains and is affected by spells that affect either. Tap to add either {U} or {W} to your mana pool.

Wrath of God

All creatures in play are destroyed and cannot regenerate.

Swords to Plowshares

Target creature is removed from game entirely; return to owner's deck only when game is over. Creature's controller gains life points equal to creature's power.

Everflowing Chalice

Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked. {T}: Add {1} to your mana pool for each charge counter on Everflowing Chalice.

Jace, the Mind Sculptor

+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library. 0: Draw three cards, then put two cards from your hand on top of your library in any order. -1: Return target creature to its owner's hand. -12: Exile all cards from target player's library, then that player shuffles his or her hand into his or her library.

Day of Judgment

Destroy all creatures.

Expedition Map

{2}, {T}, Sacrifice Expedition Map: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.

Bloodstained Mire

Flooded Strand

Marsh Flats

Misty Rainforest

Polluted Delta

Sacred Foundry

Scalding Tarn

Steam Vents

Windswept Heath

Wooded Foothills

Arid Mesa

Boros Signet

Brainstorm

Coldsteel Heart

Fact or Fiction

Fellwar Stone

Izzet Signet

Mind Stone

Mizzix's Mastery

Mystic Confluence

Temple of the False God

Thought Vessel

Cascade Bluffs

Mystic Gate

Wasteland

Glacial Fortress

Clifftop Retreat

Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains. {T}: Add {R} or {W}.

Hallowed Fountain

({T}: Add {W} or {U}.) As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Temple of Epiphany

Temple of Epiphany enters the battlefield tapped. When Temple of Epiphany enters the battlefield, scry 1. {T}: Add {U} or {R}.

Temple of Triumph

Temple of Triumph enters the battlefield tapped. When Temple of Triumph enters the battlefield, scry 1. {T}: Add {R} or {W}.

Command Tower

{T}: Add one mana of any color in your commander's color identity.

Temple of Enlightenment

Temple of Enlightenment enters the battlefield tapped. When Temple of Enlightenment enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) {T}: Add {W} or {U}.

Plains

({T}: Add {W}.)

Island

({T}: Add {U}.)

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