1.2k views13 days ago
Commander
Size: 100Salt sum: 35.66
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nevanda

1.2k views13 days ago
Commander
Size: 100Salt sum: 35.66

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{"ops":[{"insert":"Overview"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Sergeant John Benton is unlike most Voltron commanders.\nInstead of relying on Equipment, Auras, or expensive creatures, this deck focuses on chaining together cheap pump spells while turning every successful attack into an enormous burst of card advantage.\nThe strategy is incredibly straightforward but surprisingly resilient.\n\nAttack. Pump. Draw cards. Protect Benton. Repeat.\n\nEventually one attack becomes lethal.\nThe deck is explosive, consistent, and capable of eliminating players with very little mana thanks to an abundance of efficient pump spells and free protection.\nUnlike traditional Voltron decks that slowly build one enormous creature, this list often wins out of nowhere by chaining multiple combat tricks in a single turn.\n\nCore Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The most important lesson when piloting this deck is: Sergeant John Benton must keep attacking.\nEverything in the deck is built around making that happen.\n\nThe first priority is accelerating into Benton as quickly as possible.\nThe second is making sure he survives.\nThe third is turning every combat step into a huge burst of card draw.\n\nUnlike most Voltron commanders, Benton doesn't force you to choose between dealing damage and generating value. Every additional point of combat damage means another card drawn.\n\nThis creates a powerful snowball effect.\nMore damage becomes more cards.\nMore cards become more pump spells.\nMore pump spells become even more damage.\n\nAs long as Benton survives combat after combat, your hand will continue to grow while your opponents struggle to keep up.\nBecause of this, protecting Benton is usually more important than casting another pump spell.\n\nA single successful attack that draws ten cards is often worth far more than risking your commander for a few extra points of damage.\nThink of the deck as three priorities working together:\nRamp into Benton."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Protect Benton."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Keep attacking."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nIf you can do those three things consistently, the deck will usually provide all the cards and damage needed to finish the game.\n\nHow the Deck Wins"},{"attributes":{"header":1},"insert":"\n\n"},{"insert":"Most games follow a similar pattern:\nAccelerate your mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Resolve Sergeant John Benton."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Protect him at all costs."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Attack every turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Draw enormous numbers of cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Finish opponents one by one with one massive combat step."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe deck rarely wins through incremental combat damage.\nIt wins through explosive turns where multiple pump spells transform Benton into a lethal attacker.\n\nThe Four Engines"},{"attributes":{"header":1},"insert":"\n\n"},{"insert":"1. The Card Draw Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Everything revolves around Sergeant John Benton.\nEvery successful attack creates another hand full of resources.\nBecause the commander continually refills your hand, the deck can afford to play an unusually high number of combat tricks.\nUnlike most aggressive decks, running out of cards is rarely a concern.\nDrawing more cards is almost always better than committing to unnecessary risks.\nThe longer Benton remains on the battlefield, the stronger every future turn becomes.\n\nNo Maximum Hand Size"},{"attributes":{"header":2},"insert":"\n"},{"insert":"One of the easiest mistakes to make with this deck is underestimating the importance of having no maximum hand size.\nSergeant John Benton is capable of drawing an enormous number of cards in a single combat. It is not unusual to end a turn with ten, fifteen, or even twenty cards in hand.\nDiscarding those cards during your cleanup step means throwing away the resources that make the deck so powerful.\nCards such as: \nReliquary Tower, "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Thought Vessel, "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Library of Leng, "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spellbook "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n...are much more than convenience pieces—they allow you to convert Benton's explosive card draw into long-term advantage.\n\nKeeping a full hand means you can:\nHold multiple protection spells without exposing yourself."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Save pump spells for the perfect opportunity instead of using them immediately."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Recover quickly after board wipes or removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Always threaten a lethal attack, even when opponents believe you are out of resources."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWhenever possible, try to establish one of your \"no maximum hand size\" effects before Benton starts drawing large numbers of cards. Once your hand begins to grow, every additional attack becomes even more threatening because you are able to keep every card you draw.\n\n2. The Pump Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck contains an enormous number of efficient pump effects.\nExamples include:\nBerserk"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Become Immense"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Invigorate"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mutagenic Growth"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Giant Growth"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Groundswell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Might of Oaks"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Might of Old Krosa"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Scale Up"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Primal Bellow"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Inner Calm, Outer Strength"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kaya's Onslaught"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Duelist's Heritage"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Empyrial Plate"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nMany of these spells cost very little mana.\nSeveral cost no mana at all.\nBecause Benton continually draws cards, you can often chain several pump spells together during a single combat.\nMost opponents simply cannot predict how much damage is coming.\n\n3. The Protection Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Protecting Sergeant John Benton is more important than almost anything else.\nExamples include:\nMother of Runes"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flawless Maneuver"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flare of Fortitude"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tamiyo's Safekeeping"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Blossoming Defense"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Snakeskin Veil"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Vines of Vastwood"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Royal Treatment"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Loran's Escape"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Stonewood Invocation"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Adamant Will"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Angel's Grace"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Benevolent Bodyguard"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Solitary Confinement"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Jennifer Walters // The Sensational She-Hulk"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nMany protection spells also increase Benton's power, allowing you to advance your offense while defending your commander.\nNever be afraid to spend protection early.\nWithout Benton, the deck becomes dramatically weaker.\n\n4. The Mana Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck wants to deploy Benton early while still leaving mana available for pump and protection.\nExamples include:\nSol Ring"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Birds of Paradise"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elvish Mystic"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Burgeoning"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Exploration"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Azusa, Lost but Seeking"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Summer Bloom"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arboreal Grazer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elvish Pioneer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSeveral explosive openings allow Benton to attack much earlier than opponents expect.\nThose early attacks often determine the pace of the entire game.\n\nCard Advantage"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Most Voltron decks eventually run out of resources.\nThis one rarely does.\nSergeant John Benton is your primary draw engine.\nThe goal is not simply to hit harder.\nThe goal is to continue attacking while drawing enough cards to keep your hand full for the rest of the game.\nBecause of this, attacking safely is often better than forcing maximum damage.\nOne successful attack that draws six cards is usually stronger than a risky attack that deals a little more damage but exposes Benton to removal.\n\nProtection First"},{"attributes":{"header":1},"insert":"\n"},{"insert":"One of the most common mistakes is using pump before ensuring Benton is safe.\nWhenever possible, leave protection available.\nA protected commander can continue drawing cards.\nA dead commander cannot.\nIf given the choice between dealing a few extra damage or guaranteeing Benton's survival, survival is almost always the correct play.\n\nRamp Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The deck values early acceleration more than expensive threats.\nGetting Benton onto the battlefield one turn earlier frequently means drawing an entire extra hand of cards before opponents are fully prepared.\nMana acceleration also allows you to cast multiple pump and protection spells during the same combat.\nThat flexibility is often the difference between dealing ten damage and eliminating a player.\n\nFinishing the Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The deck usually wins in one way. A combination of efficient pump spells allows Sergeant John Benton to eliminate players with 21 commander damage in a single combat.\n\nMulligan Guide"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Strong opening hands usually contain:\nThree lands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"One or two ramp pieces"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A protection spell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"One pump spell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAvoid hands filled exclusively with pump spells.\nWithout mana and protection, pump spells accomplish very little.\n\nPlaying From Ahead"},{"attributes":{"header":1},"insert":"\n"},{"insert":"When ahead, resist the temptation to commit every pump spell immediately.\nContinue attacking, drawing cards, and forcing opponents to spend removal.\nThe deck naturally becomes stronger every combat.\nThere is rarely a need to rush.\n\nPlaying From Behind"},{"attributes":{"header":1},"insert":"\n"},{"insert":"When behind, your priority is always the same:\nGet Benton back onto the battlefield.\nThen protect him.\nOne successful attack often draws enough cards to completely rebuild your position.\nThe deck is surprisingly resilient because Benton naturally replenishes your resources.\n\nCommon Mistakes"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tapping out before combat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Always consider leaving mana available for protection.\nA single removal spell can undo an entire turn.\n\nUsing pump too early"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Pump spells are strongest when they force lethal damage or generate massive card draw.\nBe patient.\n\nForgetting free spells"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Several of the deck's strongest cards cost little or no mana.\nAlways consider what opponents think you cannot cast.\nSurprise wins are one of the deck's greatest strengths.\n\nKeeping slow opening hands"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck wants Benton attacking as early as possible.\nHands without early mana acceleration often fall behind.\n\nFinal Thoughts"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Sergeant John Benton is one of the most explosive Voltron commanders because he solves the archetype's biggest weakness: running out of cards.\nEvery successful attack fuels the next one.\nEvery pump spell makes future attacks even stronger.\nEvery protection spell keeps the engine alive.\nThe deck rewards careful sequencing, patience, and knowing exactly when to commit your resources.\nYou do not need many creatures.\nYou do not need complicated combos.\nYou only need one determined soldier, a handful of combat tricks, and one attack your opponents never saw coming.\n"}]}

Commander

Qty: 1 Price: $4.49
Sergeant John Benton
Trample, haste
Share Intelligence — Whenever Sergeant John Benton deals combat damage to a player, you and that player each draw that many cards.
Legendary Creature - Human Soldier
Sergeant John Benton (who) 157

Commander

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Boardwipe

Qty: 4 Price: $16.46
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.
Sorcery
Avatar's Wrath (tla) 12
Promise of Loyalty
Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.
Sorcery
Promise of Loyalty (fic) 249
Single Combat
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
Sorcery
Single Combat (pip) 172
Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Winds of Abandon (plst) MH1-37

Boardwipe

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Evasion

Qty: 1 Price: $0.99
Cheeky House-Mouse
Creature - Mouse
Cheeky House-Mouse // Squeak By (woe) 7

Evasion

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Interaction

Qty: 1 Price: $0.35
Rustler Rampage
Spree (Choose one or more additional costs.)
+
— Untap all creatures target player controls.
+
— Target creature gains double strike until end of turn.
Instant
Rustler Rampage (otj) 27

Interaction

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Land

Qty: 31 (32 w/ MDFC)Price: $152.65
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 266
Canopy Vista
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Forest
Canopy Vista (pip) 255
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (who) 264
Eiganjo Castle
: Add
.
,
: Prevent the next 2 damage that would be dealt to target legendary creature this turn.
Legendary Land
Eiganjo Castle (plst) CHK-275
Eiganjo, Seat of the Empire
: Add
.
Channel —
, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Eiganjo, Seat of the Empire (neo) 268
Escape Tunnel
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
, Sacrifice this land: Target creature with power 2 or less can't be blocked this turn.
Land
Escape Tunnel (tmt) 184
Forest
(
: Add
.)
Basic Land - Forest
Forest (pip) 326
Gathering Place
: Add
.
: Add
or
. Activate only if this land entered this turn or if you control a basic land.
Land
Gathering Place (msh) 266
Hushwood Verge
: Add
.
: Add
. Activate only if you control a Forest or a Plains.
Land
Hushwood Verge (pdsk) 261p
Plains
(
: Add
.)
Basic Land - Plains
Plains (fin) 296
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (who) 296
Sungrass Prairie
,
: Add
.
Land
Sungrass Prairie (pip) 295
Sunpetal Grove
This land enters tapped unless you control a Forest or a Plains.
: Add
or
.
Land
Sunpetal Grove (pip) 297
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (m3c) 409

Land

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No maximum hand size

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Library of Leng
You have no maximum hand size.
If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard.
Artifact
Library of Leng (4ed) 333
Spellbook
You have no maximum hand size.
Artifact - Book
Spellbook (exo) 138
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (pip) 251

No maximum hand size

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Protection

Qty: 22 Price: $109.82
Adamant Will
Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Instant
Adamant Will (plst) DOM-2
Angel's Grace
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Instant
Angel's Grace (tsr) 4
Bastion Protector
Commander creatures you control get +2/+2 and have indestructible.
Creature - Human Soldier
Bastion Protector (fic) 233
Benevolent Bodyguard
Sacrifice this creature: Target creature you control gains protection from the color of your choice until end of turn.
Creature - Human Cleric
Benevolent Bodyguard (plst) JUD-5
Blossoming Defense
Target creature you control gets +2/+2 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Blossoming Defense (scd) 173
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.
Instant
Crumb and Get It (blb) 8
Flare of Faith
Target creature gets +2/+2 until end of turn. If it's a Human, instead it gets +3/+3 and gains indestructible until end of turn.
Instant
Flare of Faith (mid) 19
Flare of Fortitude
You may sacrifice a nontoken white creature rather than pay this spell's mana cost.
Until end of turn, your life total can't change, and permanents you control gain hexproof and indestructible.
Instant
Flare of Fortitude (mh3) 26
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 24
Jennifer Walters
Your opponents can't cast spells during your turn.
: Transform Jennifer Walters. Activate only as a sorcery.
Legendary Creature - Human Advisor Hero
Jennifer Walters // The Sensational She-Hulk (msh) 18Jennifer Walters // The Sensational She-Hulk (msh) 18
Loran's Escape
Target artifact or creature gains hexproof and indestructible until end of turn. Scry 1.
Instant
Loran's Escape (bro) 14
Mother of Runes
: Target creature you control gains protection from the color of your choice until end of turn.
Creature - Human Cleric
Mother of Runes (sld) 473
Obscuring Haze
If you control a commander, you may cast this spell without paying its mana cost.
Prevent all damage that would be dealt this turn by creatures your opponents control.
Instant
Obscuring Haze (cmm) 701
Overprotect
Target creature you control gets +3/+3 and gains trample, hexproof, and indestructible until end of turn.
Instant
Overprotect (blb) 185
Royal Treatment
Target creature you control gains hexproof until end of turn. Create a Royal Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has ward
.)
Instant
Royal Treatment (soa) 56
Snag
You may discard a Forest card rather than pay this spell's mana cost.
Prevent all combat damage that would be dealt by unblocked creatures this turn.
Instant
Snag (pcy) 124
Snakeskin Veil
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Snakeskin Veil (tdm) 159
Solitary Confinement
At the beginning of your upkeep, sacrifice this enchantment unless you discard a card.
Skip your draw step.
You have shroud. (You can't be the target of spells or abilities.)
Prevent all damage that would be dealt to you.
Enchantment
Solitary Confinement (mh2) 265
Stonewood Invocation
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Target creature gets +5/+5 and gains shroud until end of turn. (It can't be the target of spells or abilities.)
Instant
Stonewood Invocation (tsp) 223
Take Up the Shield
Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Instant
Take Up the Shield (j25) 270
Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tamiyo's Safekeeping (neo) 211
Vines of Vastwood
Kicker
(You may pay an additional
as you cast this spell.)
Target creature can't be the target of spells or abilities your opponents control this turn. If this spell was kicked, that creature gets +4/+4 until end of turn.
Instant
Vines of Vastwood (plst) ZEN-193

Protection

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Pump

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Akrasan Squire
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Creature - Human Soldier
Akrasan Squire (ala) 1
Become Immense
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Target creature gets +6/+6 until end of turn.
Instant
Become Immense (plst) KTK-130
Berserk
Cast this spell only before the combat damage step.
Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.
Instant
Berserk (cn2) 175
Bounty of the Hunt
You may exile a green card from your hand rather than pay this spell's mana cost.
Distribute three +1/+1 counters among one, two, or three target creatures. For each +1/+1 counter you put on a creature this way, remove a +1/+1 counter from that creature at the beginning of the next cleanup step.
Instant
Bounty of the Hunt (all) 85
Duelist's Heritage
Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn.
Enchantment
Duelist's Heritage (mkc) 60
Empyrial Plate
Equipped creature gets +1/+1 for each card in your hand.
Equip
Artifact - Equipment
Empyrial Plate (c16) 251
Flaming Fist
Commander creatures you own have "Whenever this creature attacks, it gains double strike until end of turn."
Legendary Enchantment - Background
Flaming Fist (clb) 474
Giant Growth
Target creature gets +3/+3 until end of turn.
Instant
Giant Growth (p06) 4
Groundswell
Target creature gets +2/+2 until end of turn.
Landfall — If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.
Instant
Groundswell (j25) 667
Inner Calm, Outer Strength
Target creature gets +X/+X until end of turn, where X is the number of cards in your hand.
Instant - Arcane
Inner Calm, Outer Strength (sok) 133
Invigorate
If you control a Forest, rather than pay this spell's mana cost, you may have an opponent gain 3 life.
Target creature gets +4/+4 until end of turn.
Instant
Invigorate (plst) A25-173
Keleth, Sunmane Familiar
Whenever a commander you control attacks, put a +1/+1 counter on it.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Horse
Keleth, Sunmane Familiar (cmm) 33
Might of Oaks
Target creature gets +7/+7 until end of turn.
Instant
Might of Oaks (7ed) 257
Might of Old Krosa
Target creature gets +2/+2 until end of turn. If you cast this spell during your main phase, that creature gets +4/+4 until end of turn instead.
Instant
Might of Old Krosa (2x2) 153
Mutagenic Growth
(
can be paid with either
or 2 life.)
Target creature gets +2/+2 until end of turn.
Instant
Mutagenic Growth (mm2) 149
Primal Bellow
Target creature gets +1/+1 until end of turn for each Forest you control.
Instant
Primal Bellow (zen) 176
Scale Up
Until end of turn, target creature you control becomes a green Wurm with base power and toughness 6/4.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Scale Up (mh1) 179
Titanic Growth
Target creature gets +4/+4 until end of turn.
Instant
Titanic Growth (m21) 210

Pump

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Ramp

Qty: 10 Price: $109.42
Arboreal Grazer
Reach
When this creature enters, you may put a land card from your hand onto the battlefield tapped.
Creature - Beast Sloth
Arboreal Grazer (tdc) 245
Azusa, Lost but Seeking
You may play two additional lands on each of your turns.
Legendary Creature - Human Monk
Azusa, Lost but Seeking (cmm) 274
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (dmr) 151
Burgeoning
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
Enchantment
Burgeoning (spg) 126
Elvish Mystic
: Add
.
Creature - Elf Druid
Elvish Mystic (cmm) 648
Elvish Pioneer
When this creature enters, you may put a basic land card from your hand onto the battlefield tapped.
Creature - Elf Druid
Elvish Pioneer (ons) 257
Exploration
You may play an additional land on each of your turns.
Enchantment
Exploration (dmr) 159
Sol Ring
: Add
.
Artifact
Sol Ring (tdc) 106
Summer Bloom
You may play up to three additional lands this turn.
Sorcery
Summer Bloom (vis) 122
Swell of Growth
Target creature gets +2/+2 until end of turn. You may put a land card from your hand onto the battlefield.
Instant
Swell of Growth (bfz) 191

Ramp

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Recursion

Qty: 2 Price: $11.58
Gaea's Blessing
Target player shuffles up to three target cards from their graveyard into their library.
Draw a card.
When this card is put into your graveyard from your library, shuffle your graveyard into your library.
Sorcery
Gaea's Blessing (plst) DOM-161
Noxious Revival
(
can be paid with either
or 2 life.)
Put target card from a graveyard on top of its owner's library.
Instant
Noxious Revival (onc) 110

Recursion

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Removal

Qty: 7 Price: $17.79
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (tdc) 249
Bridgeworks Battle
Target creature you control gets +2/+2 until end of turn. It fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Bridgeworks Battle // Tanglespan Bridgeworks (mh3) 249Bridgeworks Battle // Tanglespan Bridgeworks (mh3) 249
Divine Reckoning
Each player chooses a creature they control. Destroy the rest.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Divine Reckoning (c19) 62
Epic Fight
Choose one or both —
• Double target creature's power and toughness until end of turn.
• Target creature you control fights target creature an opponent controls.
Sorcery
Epic Fight (msh) 166
Force of Vigor
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.
Destroy up to two target artifacts and/or enchantments.
Instant
Force of Vigor (mar) 77
Qasali Pridemage
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
, Sacrifice this creature: Destroy target artifact or enchantment.
Creature - Wizard Cat
Qasali Pridemage (2x2) 386
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (40k) 190

Removal

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Sideboard

Qty: 1 Price: $0.39
Choose Your Weapon
Choose one —
• Two-Weapon Fighting — Double target creature's power and toughness until end of turn.
• Archery — This spell deals 5 damage to target creature with flying.
Instant
Choose Your Weapon (afr) 175

Sideboard

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Maybeboard

Qty: 3 Price: $5.57
Elvish Spirit Guide
Exile this creature from your hand: Add
.
Creature - Elf Spirit
Elvish Spirit Guide (mb2) 68
Ram Through
Target creature you control deals damage equal to its power to target creature you don't control. If the creature you control has trample, excess damage is dealt to that creature's controller instead.
Instant
Ram Through (cmm) 314
Voice of Resurgence
Whenever an opponent casts a spell during your turn and when this creature dies, create a green and white Elemental creature token with "This token's power and toughness are each equal to the number of creatures you control."
Creature - Elemental
Voice of Resurgence (2xm) 227

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Tokens & Extras

Qty: 5 Price: $2.47
Beast
Creature Token - Beast
Beast (teoc) 5
Food
,
, Sacrifice this token: You gain 3 life.
Artifact Token - Food
Food (tfdn) 22
Phyrexian Beast
Creature Token - Beast Phyrexian
Phyrexian Beast (tdsc) 15
Royal
Enchant creature
Enchanted creature gets +1/+1 and has ward
. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Enchantment Token - Aura Role
Royal // Young Hero (twoe) 16
Warrior
Creature Token - Warrior
Warrior (ttdm) 13

Tokens & Extras

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Deck Info

Deck stats

34 pips - 27 cards
19 mana - 19 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
42 pips - 40 cards
19 mana - 19 cards
0 pips - 0 cards
5 mana - 4 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Overview"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Sergeant John Benton is unlike most Voltron commanders.\nInstead of relying on Equipment, Auras, or expensive creatures, this deck focuses on chaining together cheap pump spells while turning every successful attack into an enormous burst of card advantage.\nThe strategy is incredibly straightforward but surprisingly resilient.\n\nAttack. Pump. Draw cards. Protect Benton. Repeat.\n\nEventually one attack becomes lethal.\nThe deck is explosive, consistent, and capable of eliminating players with very little mana thanks to an abundance of efficient pump spells and free protection.\nUnlike traditional Voltron decks that slowly build one enormous creature, this list often wins out of nowhere by chaining multiple combat tricks in a single turn.\n\nCore Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The most important lesson when piloting this deck is: Sergeant John Benton must keep attacking.\nEverything in the deck is built around making that happen.\n\nThe first priority is accelerating into Benton as quickly as possible.\nThe second is making sure he survives.\nThe third is turning every combat step into a huge burst of card draw.\n\nUnlike most Voltron commanders, Benton doesn't force you to choose between dealing damage and generating value. Every additional point of combat damage means another card drawn.\n\nThis creates a powerful snowball effect.\nMore damage becomes more cards.\nMore cards become more pump spells.\nMore pump spells become even more damage.\n\nAs long as Benton survives combat after combat, your hand will continue to grow while your opponents struggle to keep up.\nBecause of this, protecting Benton is usually more important than casting another pump spell.\n\nA single successful attack that draws ten cards is often worth far more than risking your commander for a few extra points of damage.\nThink of the deck as three priorities working together:\nRamp into Benton."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Protect Benton."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Keep attacking."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nIf you can do those three things consistently, the deck will usually provide all the cards and damage needed to finish the game.\n\nHow the Deck Wins"},{"attributes":{"header":1},"insert":"\n\n"},{"insert":"Most games follow a similar pattern:\nAccelerate your mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Resolve Sergeant John Benton."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Protect him at all costs."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Attack every turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Draw enormous numbers of cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Finish opponents one by one with one massive combat step."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe deck rarely wins through incremental combat damage.\nIt wins through explosive turns where multiple pump spells transform Benton into a lethal attacker.\n\nThe Four Engines"},{"attributes":{"header":1},"insert":"\n\n"},{"insert":"1. The Card Draw Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Everything revolves around Sergeant John Benton.\nEvery successful attack creates another hand full of resources.\nBecause the commander continually refills your hand, the deck can afford to play an unusually high number of combat tricks.\nUnlike most aggressive decks, running out of cards is rarely a concern.\nDrawing more cards is almost always better than committing to unnecessary risks.\nThe longer Benton remains on the battlefield, the stronger every future turn becomes.\n\nNo Maximum Hand Size"},{"attributes":{"header":2},"insert":"\n"},{"insert":"One of the easiest mistakes to make with this deck is underestimating the importance of having no maximum hand size.\nSergeant John Benton is capable of drawing an enormous number of cards in a single combat. It is not unusual to end a turn with ten, fifteen, or even twenty cards in hand.\nDiscarding those cards during your cleanup step means throwing away the resources that make the deck so powerful.\nCards such as: \nReliquary Tower, "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Thought Vessel, "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Library of Leng, "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spellbook "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n...are much more than convenience pieces—they allow you to convert Benton's explosive card draw into long-term advantage.\n\nKeeping a full hand means you can:\nHold multiple protection spells without exposing yourself."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Save pump spells for the perfect opportunity instead of using them immediately."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Recover quickly after board wipes or removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Always threaten a lethal attack, even when opponents believe you are out of resources."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWhenever possible, try to establish one of your \"no maximum hand size\" effects before Benton starts drawing large numbers of cards. Once your hand begins to grow, every additional attack becomes even more threatening because you are able to keep every card you draw.\n\n2. The Pump Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck contains an enormous number of efficient pump effects.\nExamples include:\nBerserk"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Become Immense"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Invigorate"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mutagenic Growth"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Giant Growth"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Groundswell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Might of Oaks"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Might of Old Krosa"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Scale Up"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Primal Bellow"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Inner Calm, Outer Strength"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kaya's Onslaught"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Duelist's Heritage"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Empyrial Plate"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nMany of these spells cost very little mana.\nSeveral cost no mana at all.\nBecause Benton continually draws cards, you can often chain several pump spells together during a single combat.\nMost opponents simply cannot predict how much damage is coming.\n\n3. The Protection Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Protecting Sergeant John Benton is more important than almost anything else.\nExamples include:\nMother of Runes"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flawless Maneuver"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flare of Fortitude"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tamiyo's Safekeeping"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Blossoming Defense"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Snakeskin Veil"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Vines of Vastwood"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Royal Treatment"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Loran's Escape"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Stonewood Invocation"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Adamant Will"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Angel's Grace"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Benevolent Bodyguard"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Solitary Confinement"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Jennifer Walters // The Sensational She-Hulk"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nMany protection spells also increase Benton's power, allowing you to advance your offense while defending your commander.\nNever be afraid to spend protection early.\nWithout Benton, the deck becomes dramatically weaker.\n\n4. The Mana Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck wants to deploy Benton early while still leaving mana available for pump and protection.\nExamples include:\nSol Ring"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Birds of Paradise"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elvish Mystic"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Burgeoning"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Exploration"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Azusa, Lost but Seeking"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Summer Bloom"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arboreal Grazer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elvish Pioneer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSeveral explosive openings allow Benton to attack much earlier than opponents expect.\nThose early attacks often determine the pace of the entire game.\n\nCard Advantage"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Most Voltron decks eventually run out of resources.\nThis one rarely does.\nSergeant John Benton is your primary draw engine.\nThe goal is not simply to hit harder.\nThe goal is to continue attacking while drawing enough cards to keep your hand full for the rest of the game.\nBecause of this, attacking safely is often better than forcing maximum damage.\nOne successful attack that draws six cards is usually stronger than a risky attack that deals a little more damage but exposes Benton to removal.\n\nProtection First"},{"attributes":{"header":1},"insert":"\n"},{"insert":"One of the most common mistakes is using pump before ensuring Benton is safe.\nWhenever possible, leave protection available.\nA protected commander can continue drawing cards.\nA dead commander cannot.\nIf given the choice between dealing a few extra damage or guaranteeing Benton's survival, survival is almost always the correct play.\n\nRamp Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The deck values early acceleration more than expensive threats.\nGetting Benton onto the battlefield one turn earlier frequently means drawing an entire extra hand of cards before opponents are fully prepared.\nMana acceleration also allows you to cast multiple pump and protection spells during the same combat.\nThat flexibility is often the difference between dealing ten damage and eliminating a player.\n\nFinishing the Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The deck usually wins in one way. A combination of efficient pump spells allows Sergeant John Benton to eliminate players with 21 commander damage in a single combat.\n\nMulligan Guide"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Strong opening hands usually contain:\nThree lands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"One or two ramp pieces"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A protection spell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"One pump spell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAvoid hands filled exclusively with pump spells.\nWithout mana and protection, pump spells accomplish very little.\n\nPlaying From Ahead"},{"attributes":{"header":1},"insert":"\n"},{"insert":"When ahead, resist the temptation to commit every pump spell immediately.\nContinue attacking, drawing cards, and forcing opponents to spend removal.\nThe deck naturally becomes stronger every combat.\nThere is rarely a need to rush.\n\nPlaying From Behind"},{"attributes":{"header":1},"insert":"\n"},{"insert":"When behind, your priority is always the same:\nGet Benton back onto the battlefield.\nThen protect him.\nOne successful attack often draws enough cards to completely rebuild your position.\nThe deck is surprisingly resilient because Benton naturally replenishes your resources.\n\nCommon Mistakes"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tapping out before combat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Always consider leaving mana available for protection.\nA single removal spell can undo an entire turn.\n\nUsing pump too early"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Pump spells are strongest when they force lethal damage or generate massive card draw.\nBe patient.\n\nForgetting free spells"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Several of the deck's strongest cards cost little or no mana.\nAlways consider what opponents think you cannot cast.\nSurprise wins are one of the deck's greatest strengths.\n\nKeeping slow opening hands"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck wants Benton attacking as early as possible.\nHands without early mana acceleration often fall behind.\n\nFinal Thoughts"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Sergeant John Benton is one of the most explosive Voltron commanders because he solves the archetype's biggest weakness: running out of cards.\nEvery successful attack fuels the next one.\nEvery pump spell makes future attacks even stronger.\nEvery protection spell keeps the engine alive.\nThe deck rewards careful sequencing, patience, and knowing exactly when to commit your resources.\nYou do not need many creatures.\nYou do not need complicated combos.\nYou only need one determined soldier, a handful of combat tricks, and one attack your opponents never saw coming.\n"}]}
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