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CCCali Commander

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Lavinia Prison

Lavinia, Azorius Renegade

Watch list: Drannith Magistrate.Event record: 0 wins, 0 losses, 0 draws. No description added.Cards 100/100$2,755.31Avg MV 1.33Updated Oct 30
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Cards

100 cards · 8 categories

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Commander

Qty: 1$0.56
CCU $0.56

Creatures

Qty: 16$438.00
  1. CCU $2.33
  2. CCU $1.25
  3. CCU $0.51
  4. CCU $30.69
  5. CCU $14.91
  6. CCU $59.62
  7. CCU $5.74
  8. CCU $206.10
  9. CCU $16.65
  10. CCU $4.14
  11. CCU $2.64
  12. CCU $40.77
  13. CCU $34.43
  14. CCU $15.56
  15. CCU $0.28
  16. CCU $2.38

Instants

Qty: 20$345.11
  1. CCU $1.43
  2. CCU $4.31
  3. CCU $2.63
  4. CCU $35.05
  5. CCU $55.41
  6. CCU $8.96
  7. CCU $51.23
  8. CCU $59.26
  9. CCU $2.61
  10. CCU $56.60
  11. CCU $8.96
  12. CCU $16.16
  13. CCU $6.37
  14. CCU $9.12
  15. CCU $0.31
  16. CCU $0.41
  17. CCU $12.90
  18. CCU $1.84
  19. CCU $10.22
  20. CCU $1.33

Sorceries

Qty: 4$20.97
  1. CCU $14.29
  2. CCU $1.97
  3. CCU —
  4. CCU $4.71

Artifacts

Qty: 22$1,351.39
  1. CCU $0.52
  2. CCU $164.83
  3. CCU $1.48
  4. CCU $2.20
  5. CCU $470.98
  6. CCU $42.40
  7. CCU $1.12
  8. CCU —
  9. CCU $41.66
  10. CCU $118.26
  11. CCU $81.05
  12. CCU —
  13. CCU $240.20
  14. CCU $0.54
  15. CCU $0.36
  16. CCU $1.59
  17. CCU $0.39
  18. CCU $0.31
  19. CCU $35.34
  20. CCU $111.29
  21. CCU $19.92
  22. CCU $16.95

Enchantments

Qty: 5$23.18
  1. CCU $6.35
  2. CCU $2.16
  3. CCU $13.04
  4. CCU $1.25
  5. CCU $0.38

Planeswalkers

Qty: 2$11.96
  1. CCU $4.89
  2. CCU $7.07

Lands

Qty: 30$564.14
  1. CCU $0.33
  2. CCU $1.11
  3. CCU $134.58
  4. CCU $29.83
  5. CCU $12.44
  6. CCU —
  7. CCU $0.28
  8. CCU $5.31
  9. CCU $16.57
  10. CCU $57.70
  11. CCU —
  12. CCU —
  13. CCU $32.67
  14. CCU $30.79
  15. CCU $38.07
  16. CCU $4.55
  17. CCU $28.73
  18. CCU —
  19. CCU $19.41
  20. CCU $31.55
  21. CCU $37.50
  22. CCU $0.47
  23. CCU $0.83
  24. CCU $1.28
  25. CCU $0.41
  26. CCU —
  27. CCU —
  28. CCU $40.25
  29. CCU $27.19
  30. CCU $12.29

Deck primer

LAVINIA, AZORIUS RENEGADE

Cali Commander — Beginner's Deck Primer

Strategy: Azorius Prison / Death & Taxes / Artifact Control

Main goal: Stop fast combos, deny resources, and win through prison and combat.


1. How Does This Deck Work?

Lavinia costs "{W}{U}". She prevents opponents from casting noncreature spells with mana value greater than their land count and counters spells they cast without spending mana.

Our main strategies:

  • Early prison: Lavinia, Drannith Magistrate, Deafening Silence, and other hate pieces interrupt combo starts.
  • Mana denial: Winter Orb, Back to Basics, Tangle Wire, Armageddon, and Ravages of War restrict resources.
  • Hard locks: Knowledge Pool combines with Lavinia, Drannith Magistrate, or Teferi, Time Raveler.
  • Anti-combo: Graveyard hate, creature-entry restrictions, and cheap countermagic stop different winning lines.
  • Artifact toolbox: Oswald Fiddlebender, Urza's Saga, and Tinker find the necessary answer.
  • Combat control: Umezawa's Jitte controls small creatures, increases damage, and gains life without additional spells.
  • Finishers: White Plume Adventurer, Urza Constructs, stolen creatures, and Displacer Kitten engines convert a prison into victory.

Terms: Stax restricts actions; tutor searches; blink exiles and returns a permanent; initiative advances through the Undercity.

Beginner tip: Stop the winning line, not everything.

2. Starting the Game

Look for colored mana, relevant disruption, and a clear first-three-turn plan.

Fast mana: Mana Crypt, Sol Ring, Jeweled Lotus, Mana Vault, Grim Monolith, Chrome Mox, the Moxen, Lotus Petal, Ancient Tomb, and City of Traitors.

Early interaction: Force of Will, Force of Negation, Fierce Guardianship, Mental Misstep, Daze, Spell Pierce, Strix Serenade, and matchup-specific hate.

Three strong opening plans:

  1. Fast Lavinia: Deploy her early against free spells and expensive noncreature spells.
  2. Relevant hate: Lead with Grafdigger's Cage, Stone of Erech, Drannith Magistrate, or Deafening Silence when that effect is more important.
  3. Protected prison: Establish colored mana, hold interaction, then develop Archon of Emeria, Rule of Law, or mana denial.

We play 30 lands, including four basics: Island, Snow-Covered Island, Plains, and Snow-Covered Plains. Fetch carefully before Back to Basics.

Mulligan hands lacking colored mana or useful early plays. Jitte helps against creatures but cannot replace interaction against turn-one combo.

Beginner tip: Ask what stops an early win and how our next two turns develop.

3. Understanding Lavinia

Land-count restriction: An opponent with two lands cannot cast a three-mana noncreature spell, even if Mana Crypt gives them additional mana. This doesn't restrict creature spells.

Free-spell counter: Spells cast without spending mana are countered. This includes opposing zero-mana artifacts and alternative-cost spells such as Force of Will when no mana was paid.

Important exception: If an opponent pays mana toward an additional casting cost, Lavinia's second ability doesn't counter that spell. For example, a Disruptor Flute tax can allow a Knowledge Pool replacement to escape her free-spell counter. Her land-count restriction still applies because additional costs don't change mana value.

Why we cut Chalice: At zero it overlaps with Lavinia; at one or two it counters our own cheap spells. Jitte improves creature matchups instead. Respect the loss of redundant turbo-combo hate.

Beginner tip: Count opposing lands, not how much mana their artifacts produce.

4. Lavinia + Knowledge Pool

Need: Lavinia and Knowledge Pool on the battlefield.

  1. Our opponent casts a spell from hand.
  2. Knowledge Pool exiles that spell and offers a different card exiled with Pool to cast for free.
  3. If our opponent casts the replacement without spending mana, Lavinia counters it.
  4. The original spell is already exiled, so neither spell resolves.

Two alternate locks:

  • Knowledge Pool + Drannith Magistrate: The opponent cannot cast the replacement from exile.
  • Knowledge Pool + Teferi, Time Raveler: The opponent cannot cast the replacement during Pool's resolving trigger, because Teferi restricts them to sorcery timing.

Find Knowledge Pool: Enlightened Tutor searches for it; Tinker sacrifices an artifact and puts it directly onto the battlefield.

Warning: Pool also exiles our spells from hand. Rule of Law, Archon, and Deafening Silence may prevent our replacement. Flute can create a Lavinia exception when it taxes the replacement.

Beginner tip: Develop a clock before completing a symmetrical lock.

5. Anti-Combo Prison Pieces

Graveyards and creature entry:

  • Grafdigger's Cage: Prevents creature cards entering directly from libraries or graveyards and stops casting spells from graveyards.
  • Containment Priest: Exiles nontoken creatures that would enter without being cast.
  • Rest in Peace: Exiles graveyards and replaces future graveyard entries with exile.
  • Stone of Erech: Exiles opposing creatures instead of allowing them to die, stopping Protean Hulk death triggers. Its activated ability can also exile a graveyard and draw a card.

Casting restrictions:

  • Drannith Magistrate: Prevents opponents from casting spells outside their hands, including commanders.
  • Deafening Silence: One noncreature spell per player per turn.
  • Rule of Law / Archon of Emeria: One spell total per player per turn.
  • Ethersworn Canonist: Restricts repeated nonartifact spells.
  • Grand Abolisher: Stops opposing spells during our turn and activated abilities of artifacts, creatures, and enchantments opponents control.

Search/ability restrictions: Aven Mindcensor limits searches to four cards. Pithing Needle disables named nonmana activated abilities; Disruptor Flute taxes a named spell and its abilities. Karn shuts off opposing artifact abilities, including mana abilities.

Beginner tip: Identify the winning step before choosing hate.

6. Countermagic and Protection

Free counters: Force of Will, Force of Negation, Fierce Guardianship, Mental Misstep, and Daze.

Cheap counters: Mana Drain, Flusterstorm, Spell Pierce, Spell Snare, Strix Serenade, and Swan Song.

Ability counters: Stifle counters activated or triggered abilities. Consign to Memory counters triggered abilities or colorless spells, but not activated abilities.

Protect our turn: Silence and Orim's Chant stop new opposing spells; sacrificing Ranger-Captain stops noncreature spells. Grand Abolisher prevents interaction during our turn.

Remember: Strix Serenade and Swan Song give the opponent a flying Bird. Stifle and Consign to Memory can counter Thassa's Oracle's win trigger or Protean Hulk's death trigger. Silence and Ranger-Captain don't counter spells already on the stack.

Beginner tip: Counter winning spells, not harmless setup.

7. Mana Denial and Armageddon

Armageddon / Ravages of War: Destroy every land. The ideal setup is Lavinia, artifact mana, and a credible threat already in play. With zero lands, the opponent can't cast positive-mana-value noncreature spells while Lavinia survives.

Winter Orb + Urza: Use Urza's ability to tap Winter Orb for blue mana on the opponent's end step. Because Orb is tapped as our untap step begins, it doesn't restrict our land untapping. It untaps alongside our lands and restricts the opponent again.

Back to Basics: Nonbasic lands don't untap normally. Fetch sufficient basics first, because many of our own lands are nonbasic.

Tangle Wire: Forces players to tap permanents during upkeep. It can tap itself toward our requirement; Displacer Kitten can blink it to replenish fading counters.

Strip Mine / Wasteland: Remove crucial specialty lands or colored sources. White Orchid Phantom destroys a nonbasic; its controller may replace it with a tapped basic.

Beginner tip: Establish our mana and threat before destroying lands.

8. Oswald, Urza's Saga, and Tinker

Oswald Fiddlebender: Sacrifice an artifact to find one with mana value exactly one higher.

  • 0 → 1: Zero-mana artifact or artifact land into Grafdigger's Cage, Stone of Erech, Pithing Needle, Portable Hole, or Sol Ring.
  • 1 → 2: One-mana artifact into Umezawa's Jitte, Winter Orb, Disruptor Flute, Arcane Signet, or Talisman of Progress.
  • 2 → 3: Two-mana artifact into Tangle Wire.
  • 3 → 4: Tangle Wire into The One Ring.

We have no five-mana artifact to sacrifice into Knowledge Pool via Oswald.

Urza's Saga: Creates growing Constructs, then finds a zero- or one-mana artifact. It cannot tutor Jitte, which has mana value two.

Tinker: Sacrifice an artifact to find Knowledge Pool, The One Ring, or a necessary answer. Prefer Oswald over Tinker to find Jitte.

Beginner tip: Know Oswald's ladder; tutor for what matters.

  1. Umezawa's Jitte — Creature Control and a Faster Clock

Umezawa's Jitte costs "{2}" and equips for "{2}". Whenever its equipped creature deals combat damage to a player or creature, Jitte receives two charge counters.

Remove one counter to choose:

  • −1/−1 to a target creature until end of turn: Kill small attackers, hatebears, or blockers. Two counters can kill a creature with two toughness.
  • +2/+2 to the equipped creature until end of turn: Turn small attackers into serious damage threats. Two counters can grant +4/+4.
  • Gain 2 life: Stabilize against aggressive opponents or offset damage from our mana base and The One Ring.

Best carriers: White Orchid Phantom's flying and first strike help it connect or survive combat. Mockingbird's flying and our Urza Constructs also carry Jitte well. Even a creature that deals combat damage to a blocker earns counters.

Why Jitte belongs: Once charged, its activated abilities control combat without using additional spells. It works under Rule of Law, Deafening Silence, and Archon of Emeria, and helps protect the initiative by removing small evasive attackers.

Limits: Jitte isn't immediate removal. Casting and equipping cost four mana total; equip requires sorcery timing. The pump mode requires an equipped creature when it resolves.

Beginner tip: Prioritize Jitte's first combat-damage trigger.

10. Ranger-Captain, Mockingbird, and Gilded Drake

Ranger-Captain of Eos tutors our two one-mana-value creatures: Esper Sentinel or Mockingbird. Its sacrifice ability is useful even without a tutor target.

Mockingbird costs "{X}{U}" but has mana value one in the library. When cast, it can enter as a flying copy of a creature whose mana value is no greater than the total mana spent to cast Mockingbird.

  • One mana: Copy Esper Sentinel.
  • Two mana: Copy Drannith Magistrate, Grand Abolisher, or Gilded Drake.
  • Three mana: Copy Ranger-Captain or White Plume Adventurer.
  • Four mana: Copy Urza, Lord High Artificer, although the legend rule will apply if we already control Urza.

Ranger line: Cast Ranger, find Mockingbird, then cast Mockingbird for three mana as Ranger. Its entry trigger tutors Esper Sentinel, and the copy can also be sacrificed for its protective ability.

Gilded Drake: For "{1}{U}", exchange it for a dangerous opposing creature. Steal a commander, a reanimated threat, or a central engine. Mockingbird can copy Drake for two mana to perform another exchange.

Warnings: The opponent's flying Drake can steal initiative, while copying a legendary creature we control invokes the legend rule. Mockingbird's copy choice doesn't target the copied creature.

Beginner tip: Copy or steal the most important creature, not the biggest.

11. Displacer Kitten + Teferi

Need: Displacer Kitten, Teferi, Time Raveler, and a reusable artifact.

  1. Activate Teferi's "−3" to bounce our artifact and draw a card.
  2. Recast that artifact.
  3. Displacer Kitten triggers and blinks Teferi, returning him with fresh loyalty.
  4. Activate the new Teferi's "−3"; repeat to draw more cards.

Mana Crypt, Mox Amber, and Mox Opal enable zero-mana recasts; Moxen produce mana only when their conditions are met. Sol Ring, Mana Vault, and Grim Monolith can support loops with net colorless mana under suitable sequencing.

Other valuable blinks:

  • The One Ring: Reset burden counters and untap it, but don't regain cast-triggered protection.
  • White Plume Adventurer: Retake initiative and advance through the Undercity.
  • Urza: Create another Construct.
  • Tangle Wire: Refresh fading counters.
  • Mana Vault / Grim Monolith: Untap and generate more mana.

Conflicts: Rule of Law, Archon, and Deafening Silence restrict repeated noncreature casting. Knowledge Pool disrupts recasting artifacts from hand. Containment Priest exiles our blinked nontoken creatures; artifact and planeswalker blinks still work.

Beginner tip: Kitten isn't an automatic win. Don't draw the empty library.

12. How Do We Actually Win?

White Plume Adventurer: Takes the initiative and progresses through the Undercity. Dungeon rewards provide ongoing advantage even under spell restrictions.

Urza, Lord High Artificer: Makes a growing Construct, turns artifacts into blue mana, breaks Winter Orb symmetry, and casts spells from exile with his activated ability without triggering Knowledge Pool's cast-from-hand ability.

Umezawa's Jitte: Gives small creatures an offensive role, clears blockers, protects the initiative, and recovers life. It is particularly strong after our opponent's mana has been restricted.

The One Ring: Protects us when cast and supplies cards. Kitten can reset its burden counters.

Gilded Drake / Mockingbird: Steal or copy meaningful threats. Displacer Kitten: Reuse powerful permanents or draw through Teferi. Karn: Suppress opposing artifact abilities and animate an artifact when combat is available.

Beginner tip: Locking the opponent isn't winning. Establish a clock.

13. Other Useful Cards

Into the Flood Maw: For "{U}", return an opposing creature to hand. Promise a tapped 1/1 Fish to bounce any opposing nonland permanent instead. It cannot target our own permanents.

Swords to Plowshares / Solitude: Exile dangerous creatures.

Enlightened Tutor: Find artifacts and enchantments, including Jitte, Knowledge Pool, Rest in Peace, or The One Ring.

Mystical Tutor: Find Tinker, Armageddon, Ravages of War, Silence, or relevant instant interaction.

Brainstorm / Ponder: Improve card selection. Mystic Remora / Esper Sentinel: Generate cards while opponents develop.

Beginner tip: Don't counter threats our stax already stops.

14. Matchup Guide

Flash-Hulk: Prioritize Grafdigger's Cage, Containment Priest, Stone of Erech, Rest in Peace, Stifle, Consign to Memory, or a counter for Flash. Prevent Hulk's death or counter its trigger.

Thassa's Oracle: Counter Oracle as a creature spell with Strix Serenade or another applicable counter, or counter the triggered ability with Stifle/Consign. Lavinia doesn't prevent normally cast creatures.

Breach / Storm: Drannith Magistrate, Rest in Peace, Cage, Deafening Silence, and Rule of Law disrupt repeated casting. Jitte isn't a substitute for these early answers.

Reanimator: Cage, Priest, Rest in Peace, and counters stop setup. Gilded Drake can steal a creature that resolves.

Artifact Turbo / Tinker: Lavinia punishes free artifacts; Karn shuts off artifact abilities. Strix Serenade, Pithing Needle, Disruptor Flute, and Portable Hole answer individual threats. We have fewer Chalice-style proactive locks, so protect early interaction.

Creature Aggro / Midrange: Umezawa's Jitte is a major priority. Equip a flyer or durable creature, get the first counters, then kill small attackers, gain life, or shorten the clock. Use Swords, Solitude, Into the Flood Maw, and Drake to survive until Jitte takes over.

Control / Prison Mirrors: Preserve colored mana and engines such as The One Ring, Urza, Kitten, and initiative. Jitte can speed the clock once our board is secure; avoid symmetrical locks that prevent our own recovery.

Beginner tip: Jitte is a priority against creatures, not Flash-Hulk.

15. Common Mistakes

  • Keeping fast colorless hands without enough white or blue.
  • Assuming Lavinia stops all creature spells or spells with paid additional costs.
  • Completing Knowledge Pool before building a winning battlefield.
  • Forgetting Rule of Law can stop our Pool replacements or Kitten loops.
  • Casting Armageddon before developing artifact mana and a threat.
  • Locking our own nonbasic-heavy mana base with Back to Basics.
  • Blinking creatures while Containment Priest is active.
  • Using the wrong artifact mana value for Oswald or expecting Saga to find Jitte.
  • Expecting Jitte to remove a creature before its first combat-damage trigger.
  • Forgetting Jitte gains counters from damage to blockers, not only players.
  • Allowing donated Birds, Fish, or Drake to steal initiative.
  • Drawing too many cards with Kitten + Teferi.
  • Maintaining a lock without establishing a clock.

16. Ten Tips to Become a Better Lavinia Player

  1. Mulligan with purpose. Find mana and relevant first-turn disruption.
  2. Count opposing lands. That's what Lavinia checks.
  3. Practice Knowledge Pool. Learn Lavinia, Drannith, and Teferi's separate locks.
  4. Know the combo threat. Hulk, Oracle, and Breach require different answers.
  5. Respect our own stax. Rule of Law and Back to Basics affect us too.
  6. Protect key turns. Use Silence, Chant, Ranger-Captain, or Grand Abolisher.
  7. Memorize Oswald's ladder. Jitte is an important two-mana target.
  8. Charge Jitte safely. After the first hit, choose removal, power, or life as needed.
  9. Master Mockingbird and Kitten. They turn existing creatures and artifacts into engines.
  10. Finish the game. Initiative, Constructs, and Jitte turn resource denial into lethal pressure.

Final Advice

Lavinia wins by denying the opponent's winning lines while keeping our own battlefield functional. Early disruption buys time, mana denial and Knowledge Pool restrict recovery, and White Plume, Urza, Mockingbird, or Jitte finish through combat. Displacer Kitten gives us a powerful alternate engine when spell restrictions allow it.

Practice Lavinia + Knowledge Pool, Oswald's artifact ladder, Displacer Kitten + Teferi, and combat with Umezawa's Jitte. Know which hate piece matters in each matchup, then convert the advantage into a win.

Stop the winning line. Protect the prison. Establish a clock.

Deck stats

Statistics

Cost

Production

Cost48%

28 pips - 24 cards

Production23%

21 mana - 21 cards

Cost52%

30 pips - 26 cards

Production24%

22 mana - 22 cards

Cost0%

0 pips - 0 cards

Production12%

11 mana - 11 cards

Cost0%

0 pips - 0 cards

Production12%

11 mana - 11 cards

Cost0%

0 pips - 0 cards

Production12%

11 mana - 11 cards

Cost0%

0 pips - 0 cards

Production16%

14 mana - 14 cards

Avg Mana Value: 1.90

Median: 2.00

Incl. lands: 1.33

Total Mana Value: 133.00

Lands: 30

Enter untapped: 28

Conditional: 2

Always tapped: 0

Mana curve

7
26
17
11
6
2
1
0
0
012345678+

Mana curve by Color

White Spells

012345678+

Blue Spells

012345678+

Black Spells

012345678+

Red Spells

012345678+

Green Spells

012345678+

Colorless Spells

012345678+

Opening hand

Lands in a 7-card hand from your 30-land, 99-card mainboard. Exact odds, not a sample.

Avg lands: 2.12

2–5 lands: 68%

LandsChance%
07%
124%
233%
324%
410%
52%
6<1%
7<1%

Probability of drawing at leastcard(s) by Categories, having drawncard(s)

CategoriesQtyOdds
Creatures1672%
Instants2081%
Sorceries426%
Artifacts2284%
Enchantments531%
Planeswalkers214%
Lands3093%

Quantity of Categories

Commander
1Creatures
16Instants
20Sorceries
4Artifacts
22Enchantments
5Planeswalkers
2Lands
30

Price

Total: $2,755.31

9 cards with no price

Where it goes

Artifacts22$1,351.3949%
Lands30$564.1420%
Creatures16$438.0016%
Instants20$345.1113%
Enchantments5$23.181%
Sorceries4$20.971%
Planeswalkers2$11.960%
Commander1$0.560%

How it spreads

< $116$6.89
$1–523$55.20
$5–2022$269.19
$20–5016$556.92
$50+14$1,867.11

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