jakesanta
269 views17 months ago
Commander
Size: 100Salt sum: 34.57
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Evasion
Evasion
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I just think it’s neat
I just think it’s neat
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Land
Land
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Protection
Celestial Armor
Flash (You may cast this spell any time you could cast an instant.)
When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn.
Equipped creature gets +2/+0 and has flying.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn.
Equipped creature gets +2/+0 and has flying.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

You Look Upon the Tarrasque
Choose one —
• Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn.
• Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.
• Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn.
• Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.
Instant

Protection
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Pump
Pump
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Ramp
Enter the Unknown
Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
You may play an additional land this turn.
You may play an additional land this turn.
Sorcery

Tireless Provisioner
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this token: You gain 3 life." Treasure is an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Elf Scout

Ramp
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Removal
Inscription of Abundance
Kicker
Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Instant

Removal
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Sweeper
Sweeper
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Maybeboard
Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Premise"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is a hard deck to make a write-up for. Not because it flexes the mind with its incredibly deep lines of play. Not because the cards themselves are obscure and hard to handle, but for the very fact that this deck is completely void of strategy. This deck is for all the young magic players that got hit with a "},{"attributes":{"link":"https://scryfall.com/card/fdn/223/giant-growth"},"insert":"[[Gigant Growth]]"},{"insert":" lethal their first game and thought it was the most OP strategy. The basic idea is that our commander turns every pump spell on the game into "},{"attributes":{"link":"https://scryfall.com/card/cmm/296/hunters-insight"},"insert":"[[Hunter’s Insight]]"},{"insert":". This allows us to get away with running 20+ combat tricks and zero cards that say “draw a card”. Our low-to-the-ground mana curve allows us to turn all that card draw into more pump spells. This is a vultron deck built out of your limited bulk drawer.\n\nGameplay"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Your second turn should "},{"attributes":{"bold":true},"insert":"always "},{"insert":"be bringing out your commander and hopefully swinging in for 2. To do this, you must mulligan for one of the many 1 mana dorks in the deck. From there your goal is to swing out for as much damage as possible while holding up protection. If your opponents can't beat back your swarm of pump spells and kill your commander, they should all be dead in 5-7 turns. So this deck does a "},{"attributes":{"bold":true},"insert":"LOT "},{"insert":"of damage, big woop. The real power of this deck lies in its insane draw potential. "},{"attributes":{"bold":true},"insert":" "},{"insert":"\n\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n\n"}]}



































































