killtrend
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"Commander: "},{"insert":"Captain America, First Avenger\n"},{"attributes":{"bold":true},"insert":"Archetype:"},{"insert":" Voltron\n"},{"attributes":{"bold":true},"insert":"Power Level:"},{"insert":" 4\n"},{"attributes":{"bold":true},"insert":"Primary Win Condition: "},{"insert":"Commander Damage\n"},{"attributes":{"bold":true},"insert":"Secondary Win Condition: "},{"insert":"Combat damage via backup equipment carriers and direct damage via Captain America's \"throw\" ability or mass damage spells.\n"},{"attributes":{"bold":true},"insert":"Typical Kill Window: "},{"insert":"Turn 3 through 5.\n"},{"attributes":{"bold":true},"insert":"Fastest Single Kill:"},{"insert":" Turn 2\n"},{"attributes":{"bold":true},"insert":"Fastest Table Kill: "},{"insert":"Turn 3\n"},{"attributes":{"bold":true},"insert":"Infinite Combos: "},{"insert":"None\n\nThis is an aggressive equipment deck built to deploy Captain America quickly, convert large power-boosting equipment into lethal commander damage, and defend the winning combat via premium interaction. Captain America's \"catch\" ability bypasses one of the largest downside of Voltron decks - the equip cost and shroud interaction - while the Jeskai shell gives access to efficient countermagic, damage multipliers, and card-advantage engines that mitigate the target on his back. His \"throw\" ability allows for a much leaner interaction suite as when a board is clogged, or value creatures have taken over, he can ping down select targets or threaten immediate crackback on attack declaration.\n\nLike all Voltron decks, you must be \"the bad guy\" and take out the biggest threat to YOUR gameplan quickly and without remorse. Do not spread combat damage around; find who is most likely to be able to nullify or remove Cap and remove them instead. Kediss and the damage multipliers in the deck, along with Soul Immolation and Chanrda's Ignition, do enable just nuking the table out of nowhere if a board gets stalled.\n\n"},{"attributes":{"bold":true},"insert":"Mulligan Guide:"},{"insert":" A strong opening hand usually has:\nTwo lands plus a two-mana rock"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Three lands"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A clear fast-mana Cap line"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"An equipment tutor"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"An early draw engine"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"At least one relevant threat or protection piece."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Key interactions/Notes:"},{"insert":"\nColossus Hammer is, as it is in most Voltron decks, key to not floundering around looking for damage to multiply. Most games the \"right answer\" is to go find this, or Excalibur, so you can set up a lethal single swing. Basically, you need to add 7 to Caps power and then double it somehow. Any Voltron deck fails when it has to attack each player twice."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mjolnir, unlike Inquisitor's Flail, doubles all damage Cap does, not just combat damage. That's a 24 damage Excalibur throw for 3 mana. Captain America wearing Mjolnir with Kediss out threatens a table wipe in a large number of scenarios because not only are you doubling his damage to the first player, you are then again doubling that damage and giving it to everyone else through the Kediss interaction."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use free equips and equip \"trades\" timely so Cap can throw the equipment off, and then free equip it back on. Serum can help do this multiple times in a turn cycle as it gives it back on blocks too, and it gives Cap vigilance. This of course stacks well with Sunforger, giving you a large amount of \"tutors\" for your doubling spells."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Don't over-commit equipment/equipment-carrying creatures once you have reached the desired kill ceiling or risk being wiped. One of the biggest threats to Voltron is removal."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"These games are over quick, so unless your premium interaction is stopping a win, save it to protect your own win."},{"attributes":{"list":"ordered"},"insert":"\n"}]}
Commander
Captain America, First Avenger
Throw ... — , Unattach an Equipment from Captain America: He deals damage equal to that Equipment's mana value divided as you choose among one, two, or three targets.
... Catch — At the beginning of combat on your turn, attach up to one target Equipment you control to Captain America.
... Catch — At the beginning of combat on your turn, attach up to one target Equipment you control to Captain America.
Legendary Creature - Human Soldier Hero

Commander
(CTRL to add secondary)
Counters
Counters
(CTRL to add secondary)
Creature
Thor, God of Thunder
Flying
When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card.
Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target.
When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card.
Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target.
Legendary Creature - Warrior God Hero

Tony Stark
, : Look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
: Transform Tony Stark. Activate only as a sorcery.
: Transform Tony Stark. Activate only as a sorcery.
Legendary Creature - Human Artificer Hero


Creature
(CTRL to add secondary)
Draw
The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Draw
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Enchantment
Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Enchantment
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Finisher
Mjölnir, Hammer of Thor
When Mjölnir enters, it deals 4 damage to up to one target creature.
Double all damage equipped creature would deal.
Equip worthy (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
, Discard this card: It deals 2 damage to each creature.
Double all damage equipped creature would deal.
Equip worthy (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
, Discard this card: It deals 2 damage to each creature.
Legendary Artifact - Equipment

Finisher
(CTRL to add secondary)
Land
Avengers Tower
: Add .
: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
, : Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
, : Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Land

Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Land
(CTRL to add secondary)
Protection
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Pump
Pump
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Removal
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Removal
(CTRL to add secondary)
Sorcery
Sorcery
(CTRL to add secondary)
Tutor
Fighter Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Enchantment - Class

Tutor
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Commander: "},{"insert":"Captain America, First Avenger\n"},{"attributes":{"bold":true},"insert":"Archetype:"},{"insert":" Voltron\n"},{"attributes":{"bold":true},"insert":"Power Level:"},{"insert":" 4\n"},{"attributes":{"bold":true},"insert":"Primary Win Condition: "},{"insert":"Commander Damage\n"},{"attributes":{"bold":true},"insert":"Secondary Win Condition: "},{"insert":"Combat damage via backup equipment carriers and direct damage via Captain America's \"throw\" ability or mass damage spells.\n"},{"attributes":{"bold":true},"insert":"Typical Kill Window: "},{"insert":"Turn 3 through 5.\n"},{"attributes":{"bold":true},"insert":"Fastest Single Kill:"},{"insert":" Turn 2\n"},{"attributes":{"bold":true},"insert":"Fastest Table Kill: "},{"insert":"Turn 3\n"},{"attributes":{"bold":true},"insert":"Infinite Combos: "},{"insert":"None\n\nThis is an aggressive equipment deck built to deploy Captain America quickly, convert large power-boosting equipment into lethal commander damage, and defend the winning combat via premium interaction. Captain America's \"catch\" ability bypasses one of the largest downside of Voltron decks - the equip cost and shroud interaction - while the Jeskai shell gives access to efficient countermagic, damage multipliers, and card-advantage engines that mitigate the target on his back. His \"throw\" ability allows for a much leaner interaction suite as when a board is clogged, or value creatures have taken over, he can ping down select targets or threaten immediate crackback on attack declaration.\n\nLike all Voltron decks, you must be \"the bad guy\" and take out the biggest threat to YOUR gameplan quickly and without remorse. Do not spread combat damage around; find who is most likely to be able to nullify or remove Cap and remove them instead. Kediss and the damage multipliers in the deck, along with Soul Immolation and Chanrda's Ignition, do enable just nuking the table out of nowhere if a board gets stalled.\n\n"},{"attributes":{"bold":true},"insert":"Mulligan Guide:"},{"insert":" A strong opening hand usually has:\nTwo lands plus a two-mana rock"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Three lands"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A clear fast-mana Cap line"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"An equipment tutor"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"An early draw engine"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"At least one relevant threat or protection piece."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Key interactions/Notes:"},{"insert":"\nColossus Hammer is, as it is in most Voltron decks, key to not floundering around looking for damage to multiply. Most games the \"right answer\" is to go find this, or Excalibur, so you can set up a lethal single swing. Basically, you need to add 7 to Caps power and then double it somehow. Any Voltron deck fails when it has to attack each player twice."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mjolnir, unlike Inquisitor's Flail, doubles all damage Cap does, not just combat damage. That's a 24 damage Excalibur throw for 3 mana. Captain America wearing Mjolnir with Kediss out threatens a table wipe in a large number of scenarios because not only are you doubling his damage to the first player, you are then again doubling that damage and giving it to everyone else through the Kediss interaction."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use free equips and equip \"trades\" timely so Cap can throw the equipment off, and then free equip it back on. Serum can help do this multiple times in a turn cycle as it gives it back on blocks too, and it gives Cap vigilance. This of course stacks well with Sunforger, giving you a large amount of \"tutors\" for your doubling spells."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Don't over-commit equipment/equipment-carrying creatures once you have reached the desired kill ceiling or risk being wiped. One of the biggest threats to Voltron is removal."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"These games are over quick, so unless your premium interaction is stopping a win, save it to protect your own win."},{"attributes":{"list":"ordered"},"insert":"\n"}]}




























































































