djant
1.6k views6 days ago
Commander
Size: 100Salt sum: 25.85
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{"ops":[{"insert":"A classic budget voltron commander option! Cast "},{"insert":{"card-link":"Sergeant John Benton"}},{"insert":" , pump him with auras, equipment, and combat tricks, then replenish your hand! Includes a lot of hexproof and indestructible effects to keep him alive! This deck (excluding basic lands) was $19.96 pre-tax buying from three of my LGS. I also kept the Card Kingdom Price less than $50, including shipping. All cards were less than $1 from Card Kingdom (prices unfortunately have risen some).\n\n"},{"attributes":{"italic":true},"insert":"Bracket Discussion: "},{"insert":"By the current bracket system, this deck is in bracket 4 because it expect to take at least one player out before turn 6. Benton will come out on turn 2-3, then swing for lethal against one player 2-3 turns later (frequently turns 4-5). However, the budget restrictions does keep the power down a bit (e.g. insufficient turn 1 ramp to ensure Benton is out on turn 2 consistently). With an appropriate pre-game discussion and warning, I think this deck could be played in a bracket 3 pod. \n\n"},{"attributes":{"italic":true},"insert":"Note: This deck is tuned to what was available at my local game stores. If you want to build a similar deck for a similar price, you may have to make substitutions to match the price."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Gameplan"},{"insert":"\nOpening Hand: \nGreat hand (20%): You have the lands and ramp to play Benton on turn 2. Some of the ramp lets you get away with only 2 lands, but most require 3 lands. (A perfect hand would include a protection piece and a couple of cheap pumps)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Good case (10%): You have the lands and ramp to play Benton on turn 3 and buff him in his first combat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Okay case (10%): You have the lands to play Benton on turn 3, but no ramp. You have something to play on turns 1-2 that turns into buffs for Benton later"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mediocre Case (20%): You can play Benton on turn 3, and that will be the first spell you cast. Consider a mulligan"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mulligan (40%): Can't play Benton by turn 3, only access to one color of mana, 5 lands (unless you can play Benton on turn 2), 6+ lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe first goal is to get Benton out as quickly as possible, ideally on turn 2. You either need to convince someone to let you hit them (so they draw cards), or be bigger than the weakest player's blockers.\n\nOnce he's out, he should attack every turn and deal combat damage to a player. You should prioritize attacking the same player so they benefit less from the card draw, rather than attacking players evenly. It's mean, but the weakest player is a good first target. You can go for stronger players after you've drawn 20+ cards and kept only the best.\n\nYou will continually have to discard down to 7 cards each turn. In the mid game, prioritize ramp, especially the ones that let you cheat out extra lands, so you can play more and discard less. Always leave an untapped land or two for that protection card in your hand, or to bluff if you are missing a protection card.\n\nOnce Benton is out a couple turns, you can usually swing for lethal at someone. Try not to deal much over the 21 commander damage because you can deck yourself. Double strike and evasion help seal the deal!\n\n"},{"attributes":{"bold":true},"insert":"Deck Discussion/Budget Restrictions"},{"insert":"\nThe budget restrictions made Sergeant John Benton less broken, but it's still a powerful and aggressive deck. I have an extensive backlog of possible cards to consider. If you upgrade the deck, I recommend prioritizing ramp upgrades first (so Benton more consistently comes out on turn 2), followed by protection (more permanent effects or protection + buff).\n\nUpgrade - (category): More expensive cards to increase the power level, or cards I really wanted to include but couldn't find at my LGS."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Close Cuts: Cards that were in the deck at some point and later cut"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Maybeboard: A dumping ground for relevant cards. Most of it is chaff and worse than cards in the deck, but it's easier to save things here than repeat Scryfall searches over and over."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Ramp: "},{"insert":"I prioritized cheap one-mana ramp, followed by cards that let you put a lot of lands into play, followed by some padding given LGS availability. "},{"insert":{"card-link":"Skyshroud Ranger"}},{"insert":" and "},{"insert":{"card-link":"Sakura-Tribe Scout"}},{"insert":" are fantastic upgrades to get Benton out on turn 2 and to ramp out lands later.\n\n"},{"attributes":{"italic":true},"insert":"Protection: "},{"insert":"I feel the budget constraint the most here. The good cards have hexproof, indestructible, and some sort of buff, but I have to settle for one or two of those features per card. I'd also highly value permanent hexproof and indestructible effects. This is a great category to spend more on.\n\n"},{"attributes":{"italic":true},"insert":"Pump: "},{"insert":"There are surprisingly few pump-only cards; most cards have a dual purpose (pump+evasion, pump+protection, or pump+vigilance for blocking). I wish "},{"insert":{"card-link":"All That Glitters"}},{"insert":" or "},{"insert":{"card-link":"Idolized"}},{"insert":" were available at my LGS; the effects are powerful and affordable.\n\n"},{"attributes":{"italic":true},"insert":"Targeted Removal: "},{"insert":"The combo pump/removal cards have nice flexibility. The rest of the package is mediocre. Just upgrade to the standard best-in-slot effects like "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":".\n\n"},{"attributes":{"italic":true},"insert":"Evasion: "},{"insert":"I'm fairly satisfied with this evasion package. I treat deathtouch as evasion because Benton has trample. That means he only has to deal one damage to each defending creature. There are a few upgrade options for more true unblockable effects, but this should be sufficient. \n\n"},{"attributes":{"italic":true},"insert":"Land: "},{"insert":"The deck plays more consistently once I used some budget for cheap dual lands. Most/all of the turn 1/2 plays require green mana, so I traded out Plains for the tapped dual lands. Better dual lands will make it run even smoother! "},{"insert":{"card-link":"Reliquary Tower"}},{"insert":" (no max hand size) and "},{"insert":{"card-link":"Cathedral of War"}},{"insert":" (land with Exalted) are great utility land upgrades!\n\n"},{"attributes":{"italic":true},"insert":"Other: "},{"insert":"This deck could benefit from more \"no max hand size\" cards like "},{"insert":{"card-link":"Spellbook"}},{"insert":". They were too expensive for the budget restriction but really limit the benefit of drawing 10+ cards on a big hit.\n\n"},{"attributes":{"italic":true},"insert":"Mass Disruption: "},{"insert":"I'm fairly satisfied with these one-sided board wipes, but I'll have to evaluate them after some games. They are some of the highest mana-value spells. \n"}]}
Evasion
Evasion
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Land
Land
(CTRL to add secondary)
Mass Disruption
Mass Disruption
(CTRL to add secondary)
Protection
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

Karametra's Blessing
Target creature gets +2/+2 until end of turn. If it's an enchanted creature or enchantment creature, it also gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Lion Umbra
Enchant modified creature (Equipment, Auras its controller controls, and counters are modifications.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura

Protection
(CTRL to add secondary)
Pump
Lightwheel Enhancements
Enchant creature or Vehicle
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
Enchanted permanent gets +1/+1 and has vigilance.
Max speed — You may cast this card from your graveyard.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
Enchanted permanent gets +1/+1 and has vigilance.
Max speed — You may cast this card from your graveyard.
Enchantment - Aura

Pump
(CTRL to add secondary)
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

Ramp
(CTRL to add secondary)
Targeted Removal
Heliod's Punishment
Enchant creature
This Aura enters with four task counters on it.
Enchanted creature can't attack or block. It loses all abilities and has ": Remove a task counter from Heliod's Punishment. Then if it has no task counters on it, destroy Heliod's Punishment."
This Aura enters with four task counters on it.
Enchanted creature can't attack or block. It loses all abilities and has ": Remove a task counter from Heliod's Punishment. Then if it has no task counters on it, destroy Heliod's Punishment."
Enchantment - Aura

Perilous Snare
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield.
Max speed — : Put a +1/+1 counter on target creature or Vehicle you control. Activate only as a sorcery.
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield.
Max speed — : Put a +1/+1 counter on target creature or Vehicle you control. Activate only as a sorcery.
Artifact

Unwanted Remake
Destroy target creature. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant

Targeted Removal
(CTRL to add secondary)
Close Cuts
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.
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

Unexplained Absence
For each player, exile up to one target nonland permanent that player controls. For each permanent exiled this way, its controller cloaks the top card of their library. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)
Instant

Close Cuts
(CTRL to add secondary)
Maybeboard
Bulwark Ox
Whenever this creature attacks while saddled, put a +1/+1 counter on target creature.
Sacrifice this creature: Creatures you control with counters on them gain hexproof and indestructible until end of turn.
Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Sacrifice this creature: Creatures you control with counters on them gain hexproof and indestructible until end of turn.
Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Creature - Ox Mount

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

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

Heirloom Blade
Equipped creature gets +3/+1.
Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order.
Equip
Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order.
Equip
Artifact - Equipment

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

Myth Realized
Whenever you cast a noncreature spell, put a lore counter on this enchantment.
: Put a lore counter on this enchantment.
: Until end of turn, this enchantment becomes a Monk Avatar creature in addition to its other types and gains "This creature's power and toughness are each equal to the number of lore counters on it."
: Put a lore counter on this enchantment.
: Until end of turn, this enchantment becomes a Monk Avatar creature in addition to its other types and gains "This creature's power and toughness are each equal to the number of lore counters on it."
Enchantment

Noble Heritage
Commander creatures you own have "When this creature enters and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Legendary Enchantment - Background

Ordeal of Nylea
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment - Aura

Over the Edge
Choose one —
• Destroy target artifact or enchantment.
• Target creature you control explores, then it explores again. (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 that creature, then put the card back or put it into your graveyard. Then repeat this process.)
• Destroy target artifact or enchantment.
• Target creature you control explores, then it explores again. (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 that creature, then put the card back or put it into your graveyard. Then repeat this process.)
Sorcery

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
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

Silverblade Paladin
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as this creature is paired with another creature, both creatures have double strike.
As long as this creature is paired with another creature, both creatures have double strike.
Creature - Human Knight

Tegan Jovanka
Brave Heart — Whenever you attack, target attacking historic creature gets +1/+1 and gains indestructible until end of turn. (Artifacts, legendaries, and Sagas are historic.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature - Human

Thran Power Suit
Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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

Trash the Town
Spree (Choose one or more additional costs.)
+ — Put two +1/+1 counters on target creature.
+ — Target creature gains trample until end of turn.
+ — Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards."
+ — Put two +1/+1 counters on target creature.
+ — Target creature gains trample until end of turn.
+ — Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards."
Instant

Vigorbloom Charm
Choose one —
• Target permanent you control gains hexproof and indestructible until end of turn.
• You draw a card and gain 3 life.
• Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
• Target permanent you control gains hexproof and indestructible until end of turn.
• You draw a card and gain 3 life.
• Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
Instant

Maybeboard
(CTRL to add secondary)
Upgrades - Evasion
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

Upgrades - Evasion
(CTRL to add secondary)
Upgrades - Other
Upgrades - Other
(CTRL to add secondary)
Upgrades - Protection
Shield of the Oversoul
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
Enchantment - Aura

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

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

Upgrades - Protection
(CTRL to add secondary)
Upgrades - Pump
Upgrades - Pump
(CTRL to add secondary)
Upgrades - Ramp
Composer of Spring
Constellation — Whenever an enchantment you control enters, you may put a land card from your hand onto the battlefield tapped. If you control six or more enchantments, instead you may put a creature or land card from your hand onto the battlefield tapped.
Creature - Satyr Bard

Upgrades - Ramp
(CTRL to add secondary)
Upgrades - Removal
Upgrades - Removal
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"A classic budget voltron commander option! Cast "},{"insert":{"card-link":"Sergeant John Benton"}},{"insert":" , pump him with auras, equipment, and combat tricks, then replenish your hand! Includes a lot of hexproof and indestructible effects to keep him alive! This deck (excluding basic lands) was $19.96 pre-tax buying from three of my LGS. I also kept the Card Kingdom Price less than $50, including shipping. All cards were less than $1 from Card Kingdom (prices unfortunately have risen some).\n\n"},{"attributes":{"italic":true},"insert":"Bracket Discussion: "},{"insert":"By the current bracket system, this deck is in bracket 4 because it expect to take at least one player out before turn 6. Benton will come out on turn 2-3, then swing for lethal against one player 2-3 turns later (frequently turns 4-5). However, the budget restrictions does keep the power down a bit (e.g. insufficient turn 1 ramp to ensure Benton is out on turn 2 consistently). With an appropriate pre-game discussion and warning, I think this deck could be played in a bracket 3 pod. \n\n"},{"attributes":{"italic":true},"insert":"Note: This deck is tuned to what was available at my local game stores. If you want to build a similar deck for a similar price, you may have to make substitutions to match the price."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Gameplan"},{"insert":"\nOpening Hand: \nGreat hand (20%): You have the lands and ramp to play Benton on turn 2. Some of the ramp lets you get away with only 2 lands, but most require 3 lands. (A perfect hand would include a protection piece and a couple of cheap pumps)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Good case (10%): You have the lands and ramp to play Benton on turn 3 and buff him in his first combat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Okay case (10%): You have the lands to play Benton on turn 3, but no ramp. You have something to play on turns 1-2 that turns into buffs for Benton later"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mediocre Case (20%): You can play Benton on turn 3, and that will be the first spell you cast. Consider a mulligan"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mulligan (40%): Can't play Benton by turn 3, only access to one color of mana, 5 lands (unless you can play Benton on turn 2), 6+ lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe first goal is to get Benton out as quickly as possible, ideally on turn 2. You either need to convince someone to let you hit them (so they draw cards), or be bigger than the weakest player's blockers.\n\nOnce he's out, he should attack every turn and deal combat damage to a player. You should prioritize attacking the same player so they benefit less from the card draw, rather than attacking players evenly. It's mean, but the weakest player is a good first target. You can go for stronger players after you've drawn 20+ cards and kept only the best.\n\nYou will continually have to discard down to 7 cards each turn. In the mid game, prioritize ramp, especially the ones that let you cheat out extra lands, so you can play more and discard less. Always leave an untapped land or two for that protection card in your hand, or to bluff if you are missing a protection card.\n\nOnce Benton is out a couple turns, you can usually swing for lethal at someone. Try not to deal much over the 21 commander damage because you can deck yourself. Double strike and evasion help seal the deal!\n\n"},{"attributes":{"bold":true},"insert":"Deck Discussion/Budget Restrictions"},{"insert":"\nThe budget restrictions made Sergeant John Benton less broken, but it's still a powerful and aggressive deck. I have an extensive backlog of possible cards to consider. If you upgrade the deck, I recommend prioritizing ramp upgrades first (so Benton more consistently comes out on turn 2), followed by protection (more permanent effects or protection + buff).\n\nUpgrade - (category): More expensive cards to increase the power level, or cards I really wanted to include but couldn't find at my LGS."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Close Cuts: Cards that were in the deck at some point and later cut"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Maybeboard: A dumping ground for relevant cards. Most of it is chaff and worse than cards in the deck, but it's easier to save things here than repeat Scryfall searches over and over."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Ramp: "},{"insert":"I prioritized cheap one-mana ramp, followed by cards that let you put a lot of lands into play, followed by some padding given LGS availability. "},{"insert":{"card-link":"Skyshroud Ranger"}},{"insert":" and "},{"insert":{"card-link":"Sakura-Tribe Scout"}},{"insert":" are fantastic upgrades to get Benton out on turn 2 and to ramp out lands later.\n\n"},{"attributes":{"italic":true},"insert":"Protection: "},{"insert":"I feel the budget constraint the most here. The good cards have hexproof, indestructible, and some sort of buff, but I have to settle for one or two of those features per card. I'd also highly value permanent hexproof and indestructible effects. This is a great category to spend more on.\n\n"},{"attributes":{"italic":true},"insert":"Pump: "},{"insert":"There are surprisingly few pump-only cards; most cards have a dual purpose (pump+evasion, pump+protection, or pump+vigilance for blocking). I wish "},{"insert":{"card-link":"All That Glitters"}},{"insert":" or "},{"insert":{"card-link":"Idolized"}},{"insert":" were available at my LGS; the effects are powerful and affordable.\n\n"},{"attributes":{"italic":true},"insert":"Targeted Removal: "},{"insert":"The combo pump/removal cards have nice flexibility. The rest of the package is mediocre. Just upgrade to the standard best-in-slot effects like "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":".\n\n"},{"attributes":{"italic":true},"insert":"Evasion: "},{"insert":"I'm fairly satisfied with this evasion package. I treat deathtouch as evasion because Benton has trample. That means he only has to deal one damage to each defending creature. There are a few upgrade options for more true unblockable effects, but this should be sufficient. \n\n"},{"attributes":{"italic":true},"insert":"Land: "},{"insert":"The deck plays more consistently once I used some budget for cheap dual lands. Most/all of the turn 1/2 plays require green mana, so I traded out Plains for the tapped dual lands. Better dual lands will make it run even smoother! "},{"insert":{"card-link":"Reliquary Tower"}},{"insert":" (no max hand size) and "},{"insert":{"card-link":"Cathedral of War"}},{"insert":" (land with Exalted) are great utility land upgrades!\n\n"},{"attributes":{"italic":true},"insert":"Other: "},{"insert":"This deck could benefit from more \"no max hand size\" cards like "},{"insert":{"card-link":"Spellbook"}},{"insert":". They were too expensive for the budget restriction but really limit the benefit of drawing 10+ cards on a big hit.\n\n"},{"attributes":{"italic":true},"insert":"Mass Disruption: "},{"insert":"I'm fairly satisfied with these one-sided board wipes, but I'll have to evaluate them after some games. They are some of the highest mana-value spells. \n"}]}













































































































































































































































































































































