Nikolo
1.9k views3 days ago
Commander
Size: 100Salt sum: 35.63
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"An incredibly underrated commander, the best girl of Strixhaven is a blast to play. While ramping up to 7 mana in Boros in a reasonable time course is no mean feat, Velomachus rewards you with big, flying threat that swings and starts cheating haymaker spells the turn she comes down. While boosting Velomachus's power allows you to cast some of the biggest, gnarliest instants and sorceries in the game, this strategy is not the most consistent, so I have tried limit the instants and sorceries in this deck to 5 mana or less.\n\nThe name of the game in this deck is victory by commander damage. As mentioned above, haste and flying on your commander are quite helpful toward working toward this goal quickly. While 5 power is nothing to turn your nose at, Velomachus appreciates some help with whittling your opponents down. Extra combats are dually helpful for both increasing commander damage output and effectively doubling Velomachus's attack trigger. While loading up on every extra combat spell is tempting and can be done, most of these require being cast during a main phase and will fizzle if you try to cast them during combat with Velomachus's effect. "},{"insert":{"card-link":"World at War"}},{"insert":" and "},{"insert":{"card-link":"Savage Beating"}},{"insert":" fortunately do not care about which phase they are being cast in. The others can certainly be helpful if you hard cast them, but I tried to keep all instants and sorceries in the deck as spells that Velomachus is able to cheat out. Beyond extra combats, there are a number of spells that give Velo +1/+1 counters to boost her damage output, and "},{"insert":{"card-link":"Isengard Unleashed"}},{"insert":" is a great spell to really boost what she can dish out that turn.\n\nWhile flying provides solid evasion, it is not always enough to get Velomachus in. Furthermore, being a spellslinger deck, there are not many other creatures in the deck to stop your opponents from swinging right back at you (although Velo is fortunately naturally vigilant). Therefore, an ample supply of board wipes do double duty in controlling your opponents' offensive efforts and allowing Velomachus easy passage (the number of board wipes in the deck is also quite motivating to keeping the creature count down). There are some real doozies at 5 mana, such as "},{"insert":{"card-link":"Single Combat"}},{"insert":" or "},{"insert":{"card-link":"Don't Move"}},{"insert":", that wipe out most of your opponents' creatures and also control their play patterns for the next turn.\n\nWhile Velomachus is a bit slow out the gates, she packs quite a punch and will receive a lot of unwanted attention. This is also a deck that puts most of its eggs in your commander's basket. Therefore, protection is crucial, and there is a solid protection package in the deck to keep Velomachus in action. "},{"insert":{"card-link":"Sheltered by Ghosts"}},{"insert":" deserves special mention offering both protection with ward 2 as well as a little boost to power, not to mention giving lifelink and exiling a creature.\n"}]}
Commander
Velomachus Lorehold
Flying, vigilance, haste
Whenever Velomachus Lorehold attacks, look at the top seven cards of your library. You may cast an instant or sorcery spell with mana value less than or equal to Velomachus Lorehold's power from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Whenever Velomachus Lorehold attacks, look at the top seven cards of your library. You may cast an instant or sorcery spell with mana value less than or equal to Velomachus Lorehold's power from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Legendary Creature - Elder Dragon

Commander
(CTRL to add secondary)
Burn
Prisoner's Dilemma
Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence.
Flashback
Flashback
Sorcery

Burn
(CTRL to add secondary)
Copy
Firebender Ascension
When this enchantment enters, create a 2/2 red Soldier creature token with firebending 1.
Whenever a creature you control attacking causes a triggered ability of that creature to trigger, put a quest counter on this enchantment. Then if it has four or more quest counters on it, you may copy that ability. You may choose new targets for the copy.
Whenever a creature you control attacking causes a triggered ability of that creature to trigger, put a quest counter on this enchantment. Then if it has four or more quest counters on it, you may copy that ability. You may choose new targets for the copy.
Enchantment

Windcrag Siege
As this enchantment enters, choose Mardu or Jeskai.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
Enchantment

Copy
(CTRL to add secondary)
Draw
Seize the Spotlight
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
Sorcery

Draw
(CTRL to add secondary)
Finisher
Isengard Unleashed
Damage can't be prevented this turn. If a source you control would deal damage this turn to an opponent or a permanent an opponent controls, it deals triple that damage instead.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Karlach, Fury of Avernus
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Barbarian Tiefling

Savage Beating
Cast this spell only during combat on your turn.
Choose one —
• Creatures you control gain double strike until end of turn.
• Untap all creatures you control. After this phase, there is an additional combat phase.
Entwine (Choose both if you pay the entwine cost.)
Choose one —
• Creatures you control gain double strike until end of turn.
• Untap all creatures you control. After this phase, there is an additional combat phase.
Entwine (Choose both if you pay the entwine cost.)
Instant

World at War
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this 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.)
Sorcery

Finisher
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
(CTRL to add secondary)
Pump
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

Pump
(CTRL to add secondary)
Ramp
Rousing Refrain
Add for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Ramp
(CTRL to add secondary)
Recursion
Recursion
(CTRL to add secondary)
Removal
Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery

Olórin's Searing Light
Each opponent exiles a creature with the greatest power among creatures that player controls.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Olórin's Searing Light deals damage to each opponent equal to the power of the creature they exiled.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Olórin's Searing Light deals damage to each opponent equal to the power of the creature they exiled.
Instant

Season of the Burrow
Choose up to five worth of modes. You may choose the same mode more than once.
— Create a 1/1 white Rabbit creature token.
— Exile target nonland permanent. Its controller draws a card.
— Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.
— Create a 1/1 white Rabbit creature token.
— Exile target nonland permanent. Its controller draws a card.
— Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.
Sorcery

Spectacular Showdown
Put a double strike counter on target creature, then goad each creature that had a double strike counter put on it this way. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Umezawa's Jitte
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Legendary Artifact - Equipment

Visions of Ruin
Each opponent sacrifices an artifact. For each artifact sacrificed this way, you create a Treasure token.
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Volcanic Offering
Destroy target nonbasic land you don't control and target nonbasic land of an opponent's choice you don't control.
Volcanic Offering deals 7 damage to target creature you don't control and 7 damage to target creature of an opponent's choice you don't control.
Volcanic Offering deals 7 damage to target creature you don't control and 7 damage to target creature of an opponent's choice you don't control.
Instant

Removal
(CTRL to add secondary)
Consideration
Breaching Dragonstorm
When this enchantment enters, exile cards from the top of your library until you exile a nonland card. You may cast it without paying its mana cost if that spell's mana value is 8 or less. If you don't, put that card into your hand.
When a Dragon you control enters, return this enchantment to its owner's hand.
When a Dragon you control enters, return this enchantment to its owner's hand.
Enchantment

Doom's Time Platform
Whenever you attack, exile target nonland card from your graveyard with two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.)
Artifact

Kayla's Command
Choose two —
• Create a 2/2 colorless Construct artifact creature token.
• Put a +1/+1 counter on a creature you control. It gains double strike until end of turn.
• Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
• You gain 2 life and scry 2.
• Create a 2/2 colorless Construct artifact creature token.
• Put a +1/+1 counter on a creature you control. It gains double strike until end of turn.
• Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
• You gain 2 life and scry 2.
Sorcery

The Mind Stone
Indestructible
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
Legendary Artifact - Infinity Stone

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

Consideration
(CTRL to add secondary)
Maybeboard
Great Train Heist
Spree (Choose one or more additional costs.)
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Instant

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"An incredibly underrated commander, the best girl of Strixhaven is a blast to play. While ramping up to 7 mana in Boros in a reasonable time course is no mean feat, Velomachus rewards you with big, flying threat that swings and starts cheating haymaker spells the turn she comes down. While boosting Velomachus's power allows you to cast some of the biggest, gnarliest instants and sorceries in the game, this strategy is not the most consistent, so I have tried limit the instants and sorceries in this deck to 5 mana or less.\n\nThe name of the game in this deck is victory by commander damage. As mentioned above, haste and flying on your commander are quite helpful toward working toward this goal quickly. While 5 power is nothing to turn your nose at, Velomachus appreciates some help with whittling your opponents down. Extra combats are dually helpful for both increasing commander damage output and effectively doubling Velomachus's attack trigger. While loading up on every extra combat spell is tempting and can be done, most of these require being cast during a main phase and will fizzle if you try to cast them during combat with Velomachus's effect. "},{"insert":{"card-link":"World at War"}},{"insert":" and "},{"insert":{"card-link":"Savage Beating"}},{"insert":" fortunately do not care about which phase they are being cast in. The others can certainly be helpful if you hard cast them, but I tried to keep all instants and sorceries in the deck as spells that Velomachus is able to cheat out. Beyond extra combats, there are a number of spells that give Velo +1/+1 counters to boost her damage output, and "},{"insert":{"card-link":"Isengard Unleashed"}},{"insert":" is a great spell to really boost what she can dish out that turn.\n\nWhile flying provides solid evasion, it is not always enough to get Velomachus in. Furthermore, being a spellslinger deck, there are not many other creatures in the deck to stop your opponents from swinging right back at you (although Velo is fortunately naturally vigilant). Therefore, an ample supply of board wipes do double duty in controlling your opponents' offensive efforts and allowing Velomachus easy passage (the number of board wipes in the deck is also quite motivating to keeping the creature count down). There are some real doozies at 5 mana, such as "},{"insert":{"card-link":"Single Combat"}},{"insert":" or "},{"insert":{"card-link":"Don't Move"}},{"insert":", that wipe out most of your opponents' creatures and also control their play patterns for the next turn.\n\nWhile Velomachus is a bit slow out the gates, she packs quite a punch and will receive a lot of unwanted attention. This is also a deck that puts most of its eggs in your commander's basket. Therefore, protection is crucial, and there is a solid protection package in the deck to keep Velomachus in action. "},{"insert":{"card-link":"Sheltered by Ghosts"}},{"insert":" deserves special mention offering both protection with ward 2 as well as a little boost to power, not to mention giving lifelink and exiling a creature.\n"}]}






































































































