This week, Aaron from The General Zone blog returns with his friend Matt to feature Matt's Taniwha Commander deck. Phases aren't just parts of a turn, they are an entire theme to build around. Using one of the most underused mechanics in Magic's history, Matt can confuse opponents and turn the game on its head by phasing permanents at will.
Taniwha — Commander | Matt
- Commander (0)
- Creatures (35)
- 1 AEther Adept
- 1 Archetype of Imagination
- 1 Conundrum Sphinx
- 1 Deep-Sea Kraken
- 1 Drake Familiar
- 1 Dream Fighter
- 1 Faerie Impostor
- 1 Gliding Licid
- 1 Looter il-Kor
- 1 Ludevic's Test Subject
- 1 Man-o'-War
- 1 Merfolk Thaumaturgist
- 1 Mist Dragon
- 1 Mistblade Shinobi
- 1 Ninja of the Deep Hours
- 1 Phantom Warrior
- 1 Quicksilver Elemental
- 1 Rainbow Efreet
- 1 Sage of Epityr
- 1 Sage Owl
- 1 Sandbar Crocodile
- 1 Skyshroud Condor
- 1 Spindrift Drake
- 1 Student of Elements
- 1 Teferi's Drake
- 1 Thieving Magpie
- 1 Tolarian Drake
- 1 Vaporous Djinn
- 1 Vodalian Illusionist
- 1 Walker of Secret Ways
- 1 Windreader Sphinx
- 1 Wonder
- 1 Sharding Sphinx
- 1 Higure, the Still Wind
- 1 Tromokratis
- Spells (25)
- 1 AEtherize
- 1 Evacuation
- 1 Hinder
- 1 Leap
- 1 Memory Lapse
- 1 Reality Ripple
- 1 Sapphire Charm
- 1 Shadow Rift
- 1 Spell Crumple
- 1 Spelljack
- 1 Time and Tide
- 1 Artful Dodge
- 1 Cloak of Invisibility
- 1 Copy Artifact
- 1 Cyclonic Rift
- 1 Favorable Winds
- 1 Shimmer
- 1 Teferi's Curse
- 1 Teferi's Veil
- 1 Vanishing
- 1 Volrath's Curse
- 1 Isochron Scepter
- 1 Lightning Greaves
- 1 Quicksilver Fountain
- 1 Sculpting Steel
- Lands (39)
- 35 Island
- 1 Lonely Sandbar
- 1 Remote Isle
- 1 Zoetic Cavern
- 1 Teferi's isle