Renet wants a deck that sends cards back to their owners' hands. It also suits a deck that plays sturdy creatures that also deal with opponents' cards.
Mana cost
Blue ()
Power / toughness4 / 3
RarityRare
Flash
When Renet enters, return each other nonland permanent that entered this turn to its owner's hand.
Picked for what they do in Renet's deck. When two cards do the same job, the one with the lower comes first. All of them fit Renet's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Open the full glossary
Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.BounceBounce decks send cards on the battlefield back to their owner's hand, to slow opponents down or to reuse their own cards. Bouncing an opponent's card makes them pay for it again; bouncing your own lets its 'when this enters' ability happen twice.Open the Bounce pageMass BounceReturns many permanents to their owners' hands at once. Aetherize. It clears the battlefield without destroying anything, so cards that care about creatures dying do nothing, but every player has to spend mana again to replay what they lost.Open the Mass Bounce pageBoard WipeA spell that destroys, exiles, or otherwise removes all creatures at once. Also called a sweeper or a wrath, after Wrath of God. One that deals damage or gives -X/-X counts only at 7 or more, enough to kill almost every creature people play, like Blasphemous Act. A smaller one is a Mini Sweeper.Open the Board Wipe pageGame ChangerCards that warp the game disproportionately around themselves, requiring immediate answers.What the brackets meanMidrangeMidrange decks play solid creatures that also deal with opponents' cards, attacking when it is safe and defending when it is not. They sit in the middle: slower than an all-out attacking deck, sturdier than a deck built to answer everything.Open the Midrange pageValue CreatureA creature that does two jobs: it deals with an opponent's card when it arrives, then stays as a real attacker. Its enter the battlefield ability destroys, damages, counters or bounces something, and it has 3 or more power or an ability like flying that makes it hard to block. Answering your opponent and pressuring them with the same card is what a Midrange deck is built on. Shriekmaw, Meteor GolemOpen the Value Creature pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageControlControl decks answer what everyone else plays, stopping spells and removing dangerous cards, then win slowly once they are in charge. Expect lots of removal, spells that cancel other spells, and extra card draw.Open the Control page
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