317 views2 months ago
Commander
Size: 100Salt sum: 26.55
jeremy.blackwood@hotmail.com
317 views2 months ago
Commander
Size: 100Salt sum: 26.55
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board wipe
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Double Strike
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Hexproof
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Crumb and Get It
Gift a Food (You may promise an opponent a gift as you cast this spell. If you do, they create a Food token before its other effects. It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Target creature you control gets +2/+2 until end of turn. If the gift was promised, that creature also gains indestructible until end of turn.
Target creature you control gets +2/+2 until end of turn. If the gift was promised, that creature also gains indestructible until end of turn.
Instant

Indestructible
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Land
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Multi-Turn Pump
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Emerge Unscathed
Target creature you control gains protection from the color of your choice until end of turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Protection
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Ramp
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Tail Swipe
Choose target creature you control and target creature you don't control. If you cast this spell during your main phase, the creature you control gets +1/+1 until end of turn. Then those creatures fight each other. (Each deals damage equal to its power to the other.)
Instant

Removal
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Single Turn Pump
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Sideboard
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Invisible Force Field
Up to four target permanents you control gain indestructible until end of turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Description
{"ops":[{"insert":"This deck aims to get out John Benton on turn 2 through a ramp spell or mana dork on turn 1, then start hitting face, and pumping up John after the opponent declares no or minimal blockers. The most effective way to win is to focus down one player at a time, as you don't want to be giving players a bunch of cards then letting them stick around to use them to take you out. You generally dont want to fully tap out to save up 1-2 mana for a protection spell for John which you will likely find after swinging for a boatload of damage each turn. Even if you dont have a protection spell in hand, I would hold up the mana to bluff it, as once people realise you make John Hexproof 99% of the time they target him, they can be reluctant to waste their mana and cards targetting him.\n\nUntil you find your reliquary tower, spellbook, thought vessel, or other max-hand-size card, you will ideally want to keep 7 cards at the end of the turn that look something like:\n0-1 lands\n3-4 pump spells\n2-3 protection spells\n\nAfter I get John out, i dont like to hang onto the mana dorks too much (unless they are net 0 mana cost) as id rather be spending the mana on pumping him up each turn and just hitting a land drop every turn. too many cards held that dont pump john up could leave you unable to swing through for enough meaningful damage.\n\nThis deck plays like a strong 3, and can be very mean if the pod isn't prepared for it, you will quickly become the archenemy because of the damage you deal. There are still heaps of upgrades you could make for this deck, but i wanted to keep it relatively budget, and not optimize it too much as its at a good level for me. \n"}]}

























































































