Ive focused on cards that do something unique or especially game-changing once you pay their cost
Rotom V is also excellent for these decks, as it can end the turn by drawing three cards, making players able to set up for the next turn
I also like the way it incorporates its preevolutions, with Ralts, Kirlia, and regular Gardevoir
This jellyfish equipment is probably harmless!
Enchantment Rare Howard Lyon null/null NOT LEGAL Standard NOT LEGAL Future NOT LEGAL Historic NOT LEGAL Timeless NOT LEGAL Gladiator NOT LEGAL Pioneer NOT LEGAL Explorer LEGAL Modern LEGAL Legacy NOT LEGAL Pauper LEGAL Vintage LEGAL Penny LEGAL Commander LEGAL Oathbreaker NOT LEGAL Standardbrawl NOT LEGAL Brawl NOT LEGAL Alchemy NOT LEGAL Pauper Commander LEGAL Duel NOT LEGAL Oldschool NOT LEGAL Premodern NOT LEGAL Predh During your turn, prevent all damage that would be dealt to you.
Whispers of the Muse (T1, Ext, S, Block) A favorite in "Turbo Xerox" (a blue deck which used minimal land but a ton of cantrips to thin out the deck), Counter-Phoenix (Shard Phoenix + Forbid) and Tradewind-Awakening (put Awakening on the stack, tap all your lands for mana, untap all your lands), Whispers has what might seem like a hefty price to pay for one card but you get to do it turn after turn after turn