Copy That Sargeant.
Copy That Sargeant is a 100-card Commander deck led by Orvar, the All-Form in the mono-blue color identity, played 6 times with a 33% win rate. TableCommander estimates this deck at bracket 4 — optimized / high-power.
The mainboard runs 20 creatures, 25 instants, 5 sorceries, 10 artifacts, 4 enchantments, and 36 lands, averaging 2.88 mana value across non-land cards. 69% of non-land cards cost 3 mana or less; 17% cost 5 or more.
Notable inclusions: 5 game changers (e.g. Ancient Tomb, Consecrated Sphinx, and Cyclonic Rift), 1 alternate win condition (Triskaidekaphile), 1 extra-turn spell (Time Warp), and 1 cheap tutor (Dizzy Spell). This deck is currently Commander-legal on TableCommander.
Commander



































































30×
Dramatic Reversal+
Isochron ScepterearlyInfinite magecraft triggers, Infinite mana nonland permanents you control can produce, Infinite storm count, Infinite untap of nonland permanents you control
Dramatic Reversal+
Isochron Scepterearly- Nonland permanents you control can tap to produce at least 3.
- Activate all mana-producing nonland permanents you control by tapping them, adding at least 3.
- Activate Isochron Scepter by paying 2 and tapping it, casting a copy of Dramatic Reversal without paying it's mana cost.
- Resolve Dramatic Reversal, untapping all nonland permanents you control.
- Repeat.
Wizard Class+
Benthic BiomancerearlyInfinite draw triggers, Infinite looting, Infinite self-discard triggers, Near-infinite +1/+1 counters on a creature
Wizard Class+
Benthic Biomancerearly- Wizard Class is level three.
- You have a way to draw a card.
- Draw a card.
- Wizard Class triggers, putting a +1/+1 counter on Benthic Biomancer.
- Benthic Biomancer triggers, causing you to loot.
- Repeat from step 2.
Peregrine Drake+
Deadeye NavigatorInfinite blinking, Infinite creature ETB, Infinite creature LTB, Infinite mana lands you control can produce
Peregrine Drake+
Deadeye Navigator- Deadeye Navigator is paired with Peregrine Drake.
- You control up to five lands that can tap to produce 2U.
- Activate Peregrine Drake by paying 1U, blinking itself.
- Peregrine Drake enters the battlefield, triggering itself and Deadeye Navigator.
- Resolve the Peregrine Drake trigger, untapping up to five lands you control.
- Resolve the Deadeye Navigator trigger, repairing Deadeye Navigator and Peregrine Drake.
- Activate up to five lands you control by tapping them, adding at least 2U.
- Repeat.
- Once you have infinite mana, you may use Deadeye Navigator's abilities to blink any number of creatures you control any number of times.
Peregrine Drake+
Archaeomancer+
Ghostly FlickerInfinite blinking, Infinite creature ETB, Infinite landfall triggers, Infinite creature LTB, Infinite magecraft triggers, Infinite mana lands you control can produce, Infinite storm count, Infinite untap of lands you control
Peregrine Drake+
Archaeomancer+
Ghostly Flicker- You control up to five lands that can tap to produce at least 2U.
- Activate up to five lands by tapping them, adding at least 2U.
- Cast Ghostly Flicker by paying 2U, blinking Archaeomancer and Peregrine Drake.
- When Archaeomancer and Peregrine Drake enter the battlefield, their abilities trigger.
- Resolve the Archaeomancer trigger, returning Ghostly Flicker to your hand from your graveyard.
- Resolve the Peregrine Drake trigger, untapping up to five lands.
- Repeat.
- If you control five lands that can tap to produce at least 3U, this combo nets infinite mana, and you may blink any other permanent besides Peregrine Drake.
Peregrine Drake+
Displace+
ArchaeomancerInfinite blinking, Infinite creature ETB, Infinite creature LTB, Infinite magecraft triggers, Infinite mana lands you control can produce, Infinite storm count, Infinite landfall triggers, Infinite untap of lands you control
Peregrine Drake+
Displace+
Archaeomancer- You control up to five lands that can tap to produce at least 2U.
- Activate up to five lands by tapping them, adding 2U.
- Cast Displace by paying 2U, blinking Archaeomancer and Peregrine Drake.
- When Peregrine Drake and Archaeomancer enter the battlefield, they trigger.
- Resolve the Peregrine Drake trigger, untapping up to five lands you control.
- Resolve the Archaeomancer trigger, returning Displace to your hand from your graveyard.
- Repeat.
Peregrine Drake+
Orvar, the All-Form+
Mind GamesInfinite artifact ETB, Infinite creature tokens, Infinite creature ETB, Infinite magecraft triggers, Infinite storm count
Peregrine Drake+
Orvar, the All-Form+
Mind Games- You control up to five lands that can tap to produce at least 2UU.
- Activate up to five lands you control by tapping them, adding at least 2UU.
- Cast Mind Games with buyback by paying 2UU, targeting Peregrine Drake.
- Orvar's first ability triggers, creating a token copy of Peregrine Drake.
- When the Peregrine Drake token enters the battlefield, it triggers, untapping up to five lands.
- Resolve Mind Games, returning it to your hand.
- Repeat.
- If you control up to five lands that can tap to produce at least 3UU, this combo nets infinite mana, which you can then target any creatures you control in step 2 to create infinite token copies of them.
Orvar, the All-Form+
Spark Double+
Mind GamesInfinite artifact ETB, Infinite copies of artifacts, creatures and lands you control, Infinite creature tokens, Infinite creature ETB, Infinite landfall triggers, Infinite magecraft triggers, Infinite mana lands you control can produce, Infinite proliferate, Infinite storm count
Orvar, the All-Form+
Spark Double+
Mind Games- You control an Island that enters the battlefield untapped.
- 6 plus six
- Cast Mind Games with buyback by paying 2UU, targeting Spark Double.
- Orvar triggers, creating a token copy of Spark Double that enters the battlefield as a nonlegendary token copy of Orvar.
- Resolve Mind Games, returning it to your hand.
- Cast Mind Games with buyback by paying 2UU, targeting Spark Double.
- Orvar and the Spark Double token trigger, creating two token copies of Spark Double that enters the battlefield as a nonlegendary token copy of Orvar.
- Resolve Mind Games, returning it to your hand.
- Cast Mind Games with buyback by paying 2UU, targeting any Island that enters the battlefield untapped.
- Orvar, Spark Double and the three Spark Double tokens trigger, creating five token copies of the Island.
- Resolve Mind Games, returning it to your hand.
- Activate four of the Island tokens by tapping them, adding UUUU.
- Repeat from step 7.
- Once you have infinite mana, you can then target any artifact, creature or land using Mind Games to get infinite tokens of them.
Mystic Sanctuary+
Capsize+
Time WarpInfinite turns, Skip your draw steps, Lock
Mystic Sanctuary+
Capsize+
Time Warp- You control at least three additional Islands.
- Cast Time Warp by paying 3UU, getting an extra turn after this one.
- Play Mystic Sanctuary to put Time Warp on top of your library.
- Cast Capsize for its buyback cost by paying 4UU, returning Mystic Sanctuary to your hand.
- Move to your next turn.
- Repeat.
Mystic Sanctuary+
Archaeomancer+
Ghostly Flicker+
Time WarpInfinite turns, Skip your draw steps, Lock
Mystic Sanctuary+
Archaeomancer+
Ghostly Flicker+
Time Warp- You control at least four Islands.
- Activate Mystic Sanctuary by tapping it, adding U.
- Cast Time Warp by paying its mana cost, causing you to take an extra turn after this one.
- Cast Ghostly Flicker by paying 2U, blinking Mystic Sanctuary and Archaeomancer.
- When Archaeomancer and Mystic Sanctuary enter the battlefield, they trigger.
- Resolve the Archaeomancer trigger, returning Ghostly Flicker from your graveyard to your hand.
- Resolve the Mystic Sanctuary trigger, putting Time Warp from your graveyard onto the top of your library.
- Move to your next turn, drawing Time Warp during your draw step.
- Repeat.
Play this deck on TableCommander
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