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Terra, Magical Adept // Esper Terra

Terra, Magical Adept // Esper Terra

Legendary Creature — Human Wizard Warrior // Legendary Enchantment Creature — Saga Wizard · {1}{R}{G} · Black/Green/Red/Blue/White commander

When Terra enters, mill five cards. Put up to one enchantment card milled this way into your hand. Trance — {4}{R}{G}, {T}: Exile Terra, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. (As this Saga enters and after your draw step, add a lore counter.) I, II, III — Create a token that's a copy of target nonlegendary enchantment you control. It gains haste. If it's a Saga, put up to three lore counters on it. Sacrifice it at the beginning of your next end step. IV — Add {W}{W}, {U}{U}, {B}{B}, {R}{R}, and {G}{G}. Exile Esper Terra, then return it to the battlefield (front face up). Flying
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What Terra, Magical Adept // Esper Terra actually does

Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.

What a Terra, Magical Adept // Esper Terra deck needs

Plays as tokens. What the commander asks of the other 99 — read from the card and checked by hand.

The Terra, Magical Adept // Esper Terra deck plan

The roles the Forge fills for this commander, and how many cards of each.

Best cards for Terra, Magical Adept // Esper Terra

Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.

Put haste on the commander the turn it resolves — a tap ability is unusable otherwise

  1. Rising of the Day3 mana
  2. Temur Ascendancy3 mana
  3. Thousand-Year Elixir3 mana
  4. Frostcliff Siege3 mana
  5. Tyvar, Jubilant Brawler3 mana
  6. The Fire Crystal4 mana
  7. Lightning Greaves2 mana
  8. Swiftfoot Boots2 mana

Exile a permanent you control and return it — the button a value-ETB deck presses

  1. Airbender Ascension2 mana
  2. Phelia, Exuberant Shepherd2 mana
  3. Displacer Kitten4 mana
  4. Norin the Wary1 mana
  5. Eldrazi Displacer3 mana
  6. Flickerwisp3 mana
  7. Soulherder3 mana
  8. Touch the Spirit Realm3 mana

Untap the commander so the tap ability is an engine, not a one-shot

  1. Aggravated Assault3 mana
  2. Aurelia, the Warleader6 mana
  3. Bear Umbra4 mana
  4. Freed from the Real3 mana
  5. Pemmin's Aura3 mana
  6. Sting, the Glinting Dagger2 mana
  7. Umbral Mantle3 mana
  8. Unstoppable Plan3 mana

A permanent of the exact NON-creature type the commander counts — artifacts for an artifact commander, enchantments for an enchantress

  1. Exploration1 mana
  2. Hardened Scales1 mana
  3. Mystic Remora1 mana
  4. Wild Growth1 mana
  5. Aqueous Form1 mana
  6. Authority of the Consuls1 mana
  7. Bloodchief Ascension1 mana
  8. Burgeoning1 mana

A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses

  1. Orcish Bowmasters2 mana
  2. Eternal Witness3 mana
  3. Accursed Marauder2 mana
  4. Baleful Strix2 mana
  5. Knight of the White Orchid2 mana
  6. Spirited Companion2 mana
  7. Solemn Simulacrum4 mana
  8. Arboreal Grazer1 mana

Make creature tokens — a static anthem or a go-wide commander needs a board to be wide

  1. Kozilek's Unsealing3 mana
  2. Replicating Ring3 mana
  3. Elspeth, Storm Slayer5 mana
  4. Caesar, Legion's Emperor4 mana
  5. Esika's Chariot4 mana
  6. Hero of Bladehold4 mana
  7. Omarthis, Ghostfire Initiate0 mana
  8. Elspeth, Sun's Champion6 mana

Put your own cards into your graveyard as a resource

  1. Takenuma, Abandoned Mire0 mana
  2. Stitcher's Supplier1 mana
  3. Aftermath Analyst2 mana
  4. Ripples of Undeath2 mana
  5. Smuggler's Surprise1 mana
  6. Emry, Lurker of the Loch3 mana
  7. Six3 mana
  8. Argoth, Sanctum of Nature0 mana

A team pump that actually pumps tokens

  1. Intangible Virtue2 mana
  2. Caretaker's Talent3 mana
  3. Inspiring Leader3 mana
  4. Prava of the Steel Legion3 mana
  5. Gideon's Memorial2 mana
  6. Hildibrand Manderville // Gentleman's Rise2 mana
  7. Mite Overseer4 mana
  8. Phantom General4 mana

Actually remove one problem permanent — preventing its damage is not removing it

  1. Assassin's Trophy2 mana
  2. Path to Exile1 mana
  3. Swords to Plowshares1 mana
  4. Reality Shift2 mana
  5. Wild Magic Surge2 mana
  6. Pongify1 mana
  7. Rapid Hybridization1 mana
  8. Resculpt2 mana

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