videodane
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Commander
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{"ops":[{"insert":"This is my attempt to make the most powerful, consistent, and Ruby, I have played this list in probably excess of 100 times and think it's a blast. Sometimes this deck plays blazingly fast, and is capable of incredible game-changing turns out of nowhere. But, when games go long and start to grind, its hard for opposing decks to standup to the consistent card quality in this deck.\n\nThe Plan"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Turn 0: Mulligan to a 4-cmc ramp spell and some lands.\nTurn 1: Play a land.\nTurn 2: Play a land and cast Ruby, Daring Tracker.\nTurn 3: Play a land and cast a four-mana ramp spell (e.g., Vastwood Surge, Explosive Vegetation , etc.).\nTurn 4: Play a land and cast a seven-mana spell.\n\nCards Explanations & Design Philosophy"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Creatures"},{"insert":"\n\n-- Hexhaven Invigorator - I haven't played this card yet. I'm very on the fence about it but want to try it. I am not sure anyone is ever going to willfully attack into or block the Invigorator. I don't have a lot of ways to cheese the trigger either. Realistically just Minsc & Boo, Gruul Ragebeast, and the rare chapter three off a flipped Vorinclex. It also doesn't help that Vigor turns the card off entirely. In my mind I see this playing a lot like Elder Gargaroth, which I played for a while. People never block Gargaroth, so people will definitely not block Invigorator. I think it is a busted card, just not with how the deck is currently configured. Hopefully, I am wrong and it plays well and I can cheat all the hideaway lands into play. The quad-green casting cost is usually trivial. I would never count this as part of the four-mana ramp suite.\n\n-- Hulking Raptor - See the ramp section.\n\n-- Icetill Explorer - See the ramp section.\n\n-- Cavalier of Flame - I like how this cycle of cards worked. The Cavalier of Flame, especially. At every stage it does something helpful. Looting is a little weak because you don't know, you might draw into something worse. But, you can pick-and-choose the cards you discard and this deck wants all the card advantage it can get. The ability granting haste is the best part of the card, but the +1/+0 can be handy as well. Pumping the team +8 could be the difference in a game. And the modest burn on the way out isn't nothing either. And its a good attacker. All-in-all a very efficient card.\n\n-- Defiler of Vigor - The mana reduction of Defiler of Vigor allows you to start double-spelling a lot sooner. The triple-pip six drop and double-pip seven drop go from needing 13 mana to eight. True, your hand doesn't always work out that way, but the ramp is consistent enough. The anthem also slowly stacks up over time and makes it still a valuable permanent to have in play during those games when you have a lot of mana already.\n\n-- Dragonhawk, Fate's Tempest - One of the best creatures in the deck. The floor is high, a 5/5 flyer that \"cantrips\" and the ceiling is winning the game on your end step. If you have an average board with four creatures in play and cast Dragonhawk, you exile five cards, potentially pinging your opponents for 10 each. That's 25% of the total life gone in one go. \n\n-- Karlach, Fury of Avernus - Two combats are better than one. Karlach is better than most extra combat spells because after your creatures attack they probably have some damaged marked on them. Gaining first strike for the second attack makes them much harder to block down and kill on the second combat. Of course, if your opponents are good, they will just block them down in the first swing. Great value at five mana.\n\n-- Ohran Frostfang - This is kind of a one-two punch. Half the creatures in the deck have trample and even more permanents that grant trample. Deathtouch and trample is nearly the same thing as unblockable. Then you draw cards after; second punch. Yes, you have to have creatures on board, but the Frostfang is excellent at keeping the engine running.\n\n-- Purphoros, Bronze-Blooded - Mostly in here for haste, but the sneak attack has utility too. Unfortunately, this deck does not consistently have enough red devotion for Purphoros to be a creature, but when he can attack, he is a great attacker. \n\n-- Railway Brawler - I pulled this card when the set came out and only just recently slotted it in over Ancient Bronze Dragon. The Bronze Dragon suffers from extreme variance—something this deck doesn't shy away from—but the floor doesn't justify the ceiling. Especially, due to the difficulty of forcing it through blocks. I am hoping Railway Brawler brings a similar, more consistent effect.\n\n-- Terror of the Peaks - Terror makes all the best parts of this deck even better. When you are casting 6+ mana creatures, and often cheating them into play, the damage adds up very quickly. It can win games on the spot with cards that cheat multiple creatures into play such as Ghalta, Stampede Tyrant or Last March of the Ents.\n\n-- Urabrask the Hidden - Giving your creatures haste is a big game in this deck. Breaking the color pie and having your opponent's creatures enter tapped pushes this card even further. This is often comparable to making your creatures unblockable, with the upside of forcing your opponents into making bad chump blocks.\n\n-- Vorinclex // The Grand Evolution - This card is really all about the first chapter of The Grand Evolution. Vorinclex himself has very nice stats for a 5 CMC creature and then guarantees you land drops to get to eight mana to flip him into the saga. I find Vorinclex often curves nicely and gives you a ton of gas and resources for only one card. I have gone way up on tutoring lands to hand. This deck pulls so many lands out of the deck and this is, at its floor, a nice way to ensure you will continue to make land drops.\n\n-- Xenagos, God of Revels - Incredible, one of the best support cards in the deck. The devotion is easy to achieve. The indestructible means Xenagos stays around and can attack or block for days. Doubling a large trampling-body every turn is powerful and the haste is always relevant.\n\n-- Bane of Progress - When you are casting big mana spells you want those spells to be game winning. Bane of Progress doesn't so much win you the game as it causes that one opponent playing an enchantress or artifact deck to lose the game on the spot. Almost as good! Even if none of your opponents are playing those decks this is almost always a 6 for 1. It will always remove some annoying permanents and leaves behind a massive body.\n\n-- Etali, Primal Storm - I resisted slotting in Etali, Primal Storm, because it is such a low floor, high ceiling card. The new Etali, Primal Conquer guarantees value. On a lucky day, Etali, Primal Storm will be devastating, game-winning, and exceptional. On other days it will be a 6/6 with no keywords that gets chump blocked a couple of times. That's why I was hesitant to put it in: the new \"flip\" Etali is much more consistent and powerful. But the older Etali, I think, still has legs.\n\n-- Groundchuck & Dirtbag - I wish the art on this card weren't so ugly, because the card is good! For six mana, the 8/8 trampling body is great value, and then you also get half a Zendikar Resurgent. I don't mind tapping out for Groundchuck around turn four, because it means the following turn I'm going to generate a large tempo swing and double-spell. And late in the game, with a bunch of lands in play, it becomes almost a cantrip. This deck wants to spend 15+ mana in a turn, and Groundchuck & Dirtbag makes that possible.\n\n-- Kogla, the Titan Ape - I am probably lower on this card than I should be. It removes a creature when you cast it and might destroy an artifact or two. Ruby, Daring Tracker being a human also means you can almost always give Kogla indestructible if you need to. It slots in very nicely, shoring up this deck's lack of interaction, but doesn't have that oomph or wow factor.\n\n-- Lumra, Bellow of the Woods - While not being a \"lands\" deck or having consistent self-mill, Lumra is more than good enough. I find she usually recurs 3-4 lands and sometimes way more. If you can give her trample she is a powerful attacker and is always one of the best blockers. Lumra plays very nicely with Wondrous Crucible and always punches above her weight class. When I am evaluating cards for this deck I always think to myself, \"does this play well with Lumra?\"\n\n-- Moraug, Fury of Akoum - Plays well with Lumra! This card gives the 11, four-mana ramp spells in the deck more oomph and utility if you draw them in the late game. \n\n-- Pathbreaker Ibex - The Ibex plays very similar to Railway Brawler. In some way better and someways worse. But, better than Brawler, Ibex lords trample and its boost to power and toughness is usually greater than just doubling each creature. It also stacks really nicely with cards like Xenagos, God of Revels; Zopandrel, Hunger Dominus; the aforementioned Railway Brawler; and any extra combat enabler. \n\n-- Surrak and Goreclaw - One of the better support cards in the deck. I think it's generally the third best Natural Order target. Granting trample, and haste, and a small power bump just so strong. If you have something going it's very good and casting it to set up for the next turn is good too. It's only really bad if your hand is dead.\n\n-- Trumpeting Carnosaur - Over time I have lowered the curve on this deck. At one point it was nearly all seven-plus-mana creatures. Wizards has started printing more \"bomb\" creatures at five or six mana that in the past would have been printed at a minimum of seven, and as a result Trumpeting Carnosaur's discover 5 trigger has become good again. Back when this deck was all seven-drops, Carnosaur only hit ramp spells. At six mana, a 7/6 trampling body that ramped twice, with slim outs to be a bad Lightning Bolt, just wasn't very exciting to me. However, in the current version of the deck there are 26 spells at five mana or less, and only 11 of them are four-mana ramp spells; meaning 61% of the time you're hitting something good like Ohran Frostfang or Greater Good. The rest of the time you ramp, and that moves the game plan forward. Two of the ramp spells, Icetill Explorer and Hulking Raptor I would consider good hits too. So the boring-ramp rate is actually only 35%.\n\n-- Vigor - Good support/setup card. It makes it very punishing to block your creatures and scary to attack into you. It's a trick for the mill matchup to deal with too.\n\n-- Cultivator Colossus - This is either the best or worst top-deck, there is no in between. For that reason it is tied with Ghalta, Stampede Tyrant for best Natural Order target. If you have a lot of lands in hand get the Colossus, sneak them into play and draw a new, presumably, actionable hand.\n\n-- Emergent Woodwurm - This card can be both very awkward and very nice. The question is always where you put the backup counters. At 4 power you are mostly hitting lands, which is fine but not exciting. At 7 power you hit pretty much every bomb in the deck. Because the Woodwurm backing up itself doesn't grant the trigger to anything else, you are trading future dig potential for one immediate, deep dig. With haste from something like Urabrask the Hidden, backing up another creature and swinging with both is often the better line. If the Woodwurm looks like it is going to keep attacking over several turns, feed it. There are also a decent number of cards that push its power for free, like the Goreclaws, Railway Brawler, or Xenagos, God of Revels, though that's a little inconsistent. Like Raph & Mikey, Troublemakers, the trigger is exceptional with extra combats.\n\n-- Etali, Primal Conqueror // Etali, Primal Sickness - Of course it is very good. Sometimes it puts you in an unbeatable position, especially if you can cast it turn four, sometimes it doesn't. Flipping it is always fun.\n\n-- Gruul Ragebeast - This is one of the slower removal options in the deck. Seven mana for a 6/6 that fights a creature is okay. However, if you can find a way to sneak Ragebeast into play, perhaps with something like Ghalta, Stampede Tyrant, it can snowball and accumulate lots of value. In this way it is similar to something like Zendikar Resurgent although the payoff is different. It’s a card you usually have to take a turn off to resolve, but it makes every subsequent spell cast significantly stronger.\n\n-- Klauth, Unrivaled Ancient - Haste on Klauth is a big game. If you think about it too hard, he is a three mana 4/4. Klauth generates huge amounts of mana the turn he comes down enabling massive turns. \n\n-- Nyxbloom Ancient - There is nothing better than untapping with this card. Casting 20+ worth of spells in a turn just pushes you so far ahead. If you have 10 or so lands Nyxbloom Ancient just feels free. Not the best top-deck if you're empty handed though.\n\n-- Old Gnawbone - This deck needs to get to 7 mana to play the game, and it does that very well, but it needs to get to ~15 mana to pop off. There are a number of ways to do that, but it is not as consistent. I decided to add one more effect that really pushes how much mana you can generate to try to smooth the deck. I think I was slightly undervaluing the \"Big Ramp\" effect in this deck.\n\n-- Raph & Mikey, Troublemakers - This card is new, but it's the real deal. 1) It has haste. 2) It doesn't demand you have any cards in hand. 3) It can hit any creature with no restriction, and only a creature; no ramp spells!\n\n-- Siege Behemoth - When you go in for the big strike Siege Behemoth really helps to make sure it lands. More importantly it makes chump blocking your attackers much less effective, in someways. Sometimes, of course, it is better to remove the blocking creature. The hexproof is what really sends this card over the top.\n\n-- Titan of Industry - Titan of Industry is an okay interactive spell. I think it is slightly worse than Terastodon. Destroying an artifact or enchantment, and putting a shield counter on a creature is the most common combo. The life gain can be handy, but five life isn’t usually game-changing. And unless you have a creature like Dragonhawk or Vaultborn Tyrant in play the 4/4 is often inconsequential. Still, it synergizes fairly nicely and this deck needs the interaction.\n\n-- Vaultborn Tyrant - You will just be sitting there happy with the five cards Vaultborn Tyrant has drawn you. Then you realize that you also gained 15 life and are even happier. Then, later, when someone wraths and you still have a Vaultborn Tyrant in play, you won't be disappointed. Even if it didn't have two lives the card would be amazing. Truly, one of the best cards you can draw. I think it's generally the second best Natural Order target (after a tie between Ghalta, Stampede Tyrant and Cultivator Colossus) and one of the best things to see in a series of Apex Devastator or Monstrous Vortex flips.\n\n-- Zopandrel, Hunger Dominus - I think of Zopandrel as the defensive equal to Surrak and Goreclaw. Surrak and Goreclaw pushes aggression by giving you haste, trample, and a power pump. Zopandrel just sits there, making it tricky for your opponents to meaningfully attack into you. Doubling a board of 6+ power and tough creatures is enormous. Even if Zopandrel is alone, an 8/12 body is hard to attack at. In the face of a wrath you just give him indestructible and use him to buy you time while you rebuild a board. The doubling is very nice for attacking, especially because lots of creatures already have trample, but it is so much better for blocking.\n\n-- Cityscape Leveler -One of the only ways to remove creatures in this deck. Unbelievable with haste.\n\n-- Ghalta, Stampede Tyrant - Ghalta, Stampede Tyrant just lets you cheat out your hand early and easy. That's why it's tied for my favorite Natural Order target, along with with Cultivator Colossus. Often a dead card late, but always a good attacking body.\n\n-- Terastodon - A nice and versatile removal spell in a color combination that doesn't have many hard removal options. Hitting lands is what separates it from other similar cards like Titan of Industry. Blowing up three lands off the ramp player is frequently better than killing a creature would have been. I wish it were a mana cheaper or could hit creatures. You can also just point it at your own lands, which gives you the tokens and stocks the graveyard for Lumra to bring them all back. It's a fine Natural Order target when you specifically need removal.\n\n-- Apex Devastator - I think this is the best card to cast in this deck. Getting four random things is usually backbreaking. We're never hitting Sol Ring. \n\n-- Emrakul, the Exigent Doom - I have been trying this card and I am very impressed. She feels a lot like a power-crept Ghalta, Primal Hunger. Firstly, Emrakul is a meaningful source of early ramp. The line of tapping three mana, 'enchanting' an untapped land, then tapping it for two works surprisingly consistently. You don't even need to tap the land too many times for it to get mana positive. Then, when you cast her, Emrakul's floor is similar to a Ghalta, Primal Hunger’s. A high-mana-cost \"dorky\" creature that you can cheat into play on the cheap. This is a nice archetype because it lets you cheat with things like Monstrous Vortex. Ghalta gets cheated into play for as little as two mana, while Emrakul untaps the lands you just tapped to cast her. Emrakul's way is better. Sometimes, when you cast Emrakul, you are untapping 18 lands and floating mana. And sometimes, she can generate ridiculous amounts of mana with Nykthos, Shrine to Nyx or a mana doubler. Emrakul is so good with mana doublers. And, even more, the stats are better than Ghalta's. The flying is a big bump, and the ward is punishing.\n\nNon-Creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n--Minsc & Boo, Timeless Heroes - Minsc and Boo is so good. It makes massive creatures and eventually draws a bunch of cards. It can also throw Ghalta, Stampede Tyrant at someone's face. I usually don't like planeswalkers, but the creatures this deck runs make it somewhat challenging for him to catch stray fliers.\n\n-- Ugin, the Spirit Dragon - This card is in the deck for the -X ability, which usually functions as a one-sided wrath. -4 will never hit anything on your board you care deeply about. And -5 will almost never hit anything you'd be too hurt to loose. I found creatures with indestructible are nearly impossible to deal with and Ugin provides a chance against them. The +2 is ehh. And though I have never done the Ugin ultimate, I imagine it is quite good.\n\n-- Wondrous Crucible - Again, I really wish this was a creature. But, ward 2 is a very meaningful bit of protection. And being able to cast something, replacing itself, the turn you play it is fantastic. It even fuels itself. Compared to Chimil, the Inner Sun which mostly hits ramp spells and offers less meaningful protection, it's not even close.\n\n-- The Great Henge - I find it usually falls into an awkward part of the mana curve. For example, turn four you play a 6 power creature. You can cast the Great Henge for three mana on turn five, when you often have seven or eight mana. Casting the Henge for three and tapping it for two or three mana leaves you with four or five mana. Not enough to make a meaningful follow-up play. However, when you can curve into the Great Henge drawing cards and gaining a small stream of life is so powerful and the card justifies itself despite the potential awkwardness.\n\n-- Monstrous Vortex - Oh, Monstrous Vortex, I love this card so much and built this deck around this card. There is no more fun feeling than when you cast a Vaultborn Tyrant and hit another creature, and then another creature, and watching the chain grow. All but seven creatures will trigger the Vortex and you reliably get an extra two creatures and two lands out of casting one creature spell. It snowballs and does silly things and I love it. \n\n-- Greater Good - This card is just so strong. Sometimes you have a very large Cultivator Colossus; or, Railway Brawler has made your Cityscape Leveler a 16/16. Even sacrificing a seven-power creature can get you back in games. Trading bodies for cards just allows the deck to keep humming. And when it is in play it makes opponent's removal spells so much less painful.\n\n-- Zendikar Resurgent - I think this card is unfairly maligned as a win-more. It fuels both halves of what this deck wants: more mana, and more cards to spend it on. The criticism is that it's a seven-drop that doesn't affect the board. But I don't mind tapping out for it around turn four, because it means the following turn I'm going to generate a large tempo swing, double-spelling and likely drawing off both. Later in the game, once you have roughly twice as many lands as it costs, casting it is close to mana-neutral on the turn it lands.\n\n-- Natural Order - While not as broken as Jeska's Will, Natural Order still has the sauce at all points during the game. It's especially potent turn 3 when you can sacrifice a willing Ruby, Daring Tracker to get pretty much any creature. On turn three I would say I almost always get Ghalta, Stampede Tyrant or Cultivator Colossus. But later in the game getting an enabling creature like Surrak and Goreclaw, Zopandrel, Hunger Dominus, or Vigor is great. I have talked about this card a bunch when addressing other cards in this deck. The only real downside is you can't Natural Order for Etali, Primal Conqueror // Etali, Primal Sickness. \n\n--Improvisation Capstone - The capstone will only ever hit one card a turn, but having it come in main-phase one, instead of end step like Crucible, might make it better. There is a decent chance you will be up on mana and value after the first Capstone resolve, and you are guaranteed to be in the green after the second one resolves.\n\n-- Call Forth the Tempest - I think this is the best noncreature spell in the deck. It's the strongest wrath and also the cleanest finisher. Ultimately, it leaves you up two spells and your opponents with mostly empty boards and a lot less life. It's crushing. If you are very, very unlucky and cascade into the only four-drops in the deck it will still deal 8 damage to everything, but the average CMC of this deck is 5.67; you are much more likely to deal 11+ to everything. I have even burned opponents to death with this card.\n\n-- Last March of the Ents - I don't like that this card does nothing if you have nothing in play. And, if you only have one other creature in play it's scary to cast because you're one Swords to Plowshares away from wasting eight mana and your turn. When the stars align, which is not uncommon because this deck wants to flood the board with seven drops, this card pushes you over the top and nabs the win the turn you cast it. Drawing ~six cards and putting ~four creatures into play is backbreaking for opponents. One of the best ways to cheat a lot of creatures into play.\n\nFour-Mana Ramp Spells"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are many 4-cmc ramp spells. This is why I picked these 11.\n\n-- Encroaching Dragonstorm - Bouncing and replaying them when you play a dragon is cute, but not often meaningful. Mostly here for delirium for Shifting Woodland. \n\n-- Explosive Vegetation - The OG four-mana ramp sorcery.\n\n-- Hulking Raptor - I loved this card in the Ixalan Standard dino deck. At four mana, I break my land-ramp only philosophy for this guy. The ward 2 makes it so punishing to remove. After you cast the first 6-drop creature no one wants to go out of their way to cut you off mana by paying the extra 2 mana to remove Hulking Raptor. It really only dies to a wrath. It is also usually a nicer cascade hit than a sorcery ramp spell. Especially with Monstrous Vortex.\n\n-- Icetill Explorer - The second ramping creature I've included. I resisted this one for a long time, mostly because a four-mana 2/4 didn't fit thematically. Having resolved a few, I can attest that this guy is the truth. Highest ceiling, lowest floor in the ramp package. The extra land drop is the obvious good part, but the mill is significant and not a total drawback because each land drop mills, feeding future land drops. Icetill plus one fetch goes foolishly hard. The fetch triggers landfall when it enters, again when you crack it, then replays itself from the yard over and over. The floor is real though. He isn't actually a ramp spell, so with no lands in hand he does nothing but mill. And if he eats removal after one extra land drop you paid four mana for one land. But untap with him once and he's better than any four-mana sorcery in the deck. You will inevitably mill some bombs and be sad, though milled lands are not a big deal between Icetill, Lumra, and Shifting Woodland, which Icetill helps turn on.\n\n-- Invasion of Zendikar // Awakened Skyclave - Only in here for delirium for Shifting Woodland. I doubt flipping it is ever better than just hitting face.\n\n-- Map the Frontier - Fetches Arid Archway. \n\n-- Migration Path - Cycles late game.\n\n-- New Generation's Technique - New card, but I'm thinking late-game you could bounce a creature with a good ETB back to your hand like, Etali, Primal Conqueror // Etali, Primal Sickness or Bane of Progress.\n\n-- Ranger's Path - You can get Sheltered Thicket, Stomping Ground, or Commercial District.\n\n--Skyshroud Claim - You can get Sheltered Thicket, Stomping Ground, or Commercial District , untapped! The untapped part almost never matters, except late in the game, when you might have enough mana to cast this and a bomb in the same turn.\n\n-- Vastwood Surge - I've been desperate enough for action to kick this once.\n\nLands"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Basics and Fetches"},{"insert":"\n\n-- 10x Forest and 4x Mountain - I think this might be a basic or two low, but this amount works. Many of the four-mana ramp spells also only fetch basics so you need a good number. And cards like Icetill Explorer fetching two lands a turn really pressures you basics. Especially if the fetch can only get Mountains. I have found that the 14 basics is enough for most games, but sometimes when games go longer you run out. But, at that point you already have plenty of lands in play.\n\n-- 7x Fetch Lands (Arid Mesa, Misty Rainforest, Wooded Foothills, etc.) - This deck is running every red or green fetch. They give you a turn one \"play\" by fetching Commercial District. Fix your colors early, put themselves in the graveyard for cards like Lumra, Bellow of the Woods or Shifting Woodland, and can generate extra combats with Moraug, Fury of Akoum, guarantee two land drops a turn with Icetill Explorer. The list of synergies they enable goes on-and-on. They are extremely versatile and enable all this for \"free.\"\n\n-- Prismatic Vista - Nearly as good as the fetch lands.\n\n"},{"attributes":{"bold":true},"insert":"Utility Lands"},{"insert":"\n\n-- Arena of Glory - Give up to two creatures haste with very little downside.\n\n-- Arid Archway - I like one bounce land in this deck. Especially, because it is fetchable with of Map the Frontier. Otherwise, I would play Gruul Turf. It can bounce back powerful lands to your hand, like Boseiju, Who Endures, so it can be used again. And it guarantees you a land drop the next turn.\n\n-- Boseiju, Who Endures - The only piece of instant speed interaction in the deck, it is also nearly impossible to interact with. Very versatile card. If you are building on a budget you don't really need it, but it is nice to have.\n\n-- Castle Garenbrig - Because the ramp in this deck is so rigid Castle Garenbrig acts very similarly to Ancient Tomb, tapping for \"two, albeit restricted, mana.\" With a mana-doubler in play you can tap two lands and Castle Garenbrig to make 12 mana, netting 9 mana. Or with Nyxbloom Ancient you tap two lands and activate Castle Garenbrig's ability, floating two mana, generating 18 mana, and netting 17 mana.\n\n-- Commercial District - Fetch-able mini-\"Consider.\" The only and best turn one action in the deck.\n\n-- Copperline Gorge - Not really a utility land, but it had to go somewhere. This deck desperately needs a red and a green source by turn two and needs its first three lands untapped. Copperline Gorge is untapped exactly through turn three which is precisely the window that matters here. Later in the game a tapped land costs you nothing. It's also another uniquely named land for Field of the Dead that doesn't eat a basic slot.\n\n-- Gemstone Caverns - The only card in the deck that can accelerate our game plan ahead by one turn, allowing you to cast Ruby, Daring Tracker turn one and a four-mana ramp spell on turn two.\n\n-- Mossfire Valley - I wanted to include a few more dual lands to smooth out the first three turns of the game. I landed on Mossfire Valley as one of these because it is the only lands that allows you to lead on a colorless land, like Bonders' Enclave turn one and still cast Ruby on turn 2. It has never happened to me, but maybe one day! Otherwise it is a good enough dual for fixing mana colors.\n\n-- Mosswort Bridge - Nearly guaranteed free spell at the cost of a being a tapped land.\n\n-- Nykthos, Shrine to Nyx - Not a strictly necessary card for this deck, but I had one I wasn't using and it's still plenty strong and fun. You can accumulate serious green devotion, and when that happens Nykthos turns three mana into eight or more. It's also really fun with mana doublers like Nyxbloom Ancient and Emrakul, the Exigent Doom which make it tap for ludicrous amounts.\n\n-- Rootbound Crag - Solid. It usually enters untapped on turn 2 or 3.\n\n-- Sheltered Thicket - Borderline, but being able to cycle it late game while being fetchable is good enough. I can see this getting power crept soon.\n\n-- Shifting Woodland - It's not easy to get delirium in this deck. It's very easy to get a land, creature, and sorcery in the graveyard, but the fourth card type is hard. Still very strong and almost always untapped. There are so many shenanigans you can get up to with this card.\n\n-- Spinerock Knoll - Not as reliable as Mosswort Bridge, but you can sneak something into play pretty consistently when an opponent attacks anyone other than you, or of course, when you attack.\n\n-- Stomping Ground - Untapped fetchable land. Very good.\n\nSideboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n-- Radha, Heir to Keld - Hardly anything about the deck changes depending on who you play. But, Ruby being able to gain power is sometimes relevant making her, in my opinion, the better commander. However, there are some cards like Elven Passage and Blighted Woodland that are more playable with Radha.\n\nExclusions and Cut Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n-- Field of the Dead - I cut Field of the Dead because it was nearly always a non-factor when it actually came to winning the game. The chump blockers were nice and rarely you could get the Zombies big enough to kill an opponent. However, it was just tedious to keep track of for something that wasn’t needed to win the game. The early untapped colorless land could also end up being extremely punishing. If you wanted to put more game changers in, however this is one I would look at including.\n\n-- Jeska's Will - I mostly cut this card because it wasn’t on theme enough. It was the only three-drop in the deck. Ruby is almost never targeted for removal so you almost always get both effects. The ritual and the card draw are both very potent and help move the game plan along. If you are looking to power this list up I would cut another spell to put it back in the deck.\n\n-- Chrome Mox - I said that I wanted this deck to have a max of three game changers. I picked Natural Order, Jeska's Will, and Field of the Dead. As good as Field of the Dead is, Chrome Mox is probably better. Having a second card that can shift the whole game plan up one turn is monumental. The other card that can do that is Gemstone Caverns. I like Gemstone Caverns more because cascading into Chrome Mox is such a feel bad. I also think Field of the Dead is less salty than Chrome Mox. If you wanted to add more game changers, Chrome Mox is the first, then The One Ring, and lastly Ancient Tomb.\n\n-- Vorinclex, Voice of Hunger of course, should have a slot in this deck, but has been excluded for the sake of having fun and civil games. I'd probably cut Zendikar Resurgent for it.\n\n-- Fabled Passage - As good as fetch lands are, hitting untapped lands on your second and third turns is crucial. Because Fabled Passage forces the land to enter tapped on the turns we need it to be an untapped land, I don't think it's good enough.\n\n-- Ancient Copper Dragon - I do not like that it's a combat damage trigger. No one is ever going to let you get it if they can avoid it because they know what happens in main phase two. If this deck had more ways to abuse treasures or give unblockable it would be good.\n\n-- Ancient Bronze Dragon - Everything I dislike about Ancient Copper Dragon I dislike about this dragon as well. The consistency Railway Brawler brings is generally more impactful than the the counters Ancient Bronze Dragon can generate. Railway Brawler also offers a little bit more flexibility in the casting cost which can be nice.\n\n-- Sol Ring - Feels bad to cascade into and the ramp plan doesn't benefit much from an early Sol Ring.\n\n-- Insurrection - This card is really, really good. It nearly always wins the game when you cast it. If you care about your win rate this card is a must-include. However, I have gotten kind of bored of it. It does the same thing every time and ends games unceremoniously that have just gotten to an interesting or exciting point.\n"}]}
Commander
Commander
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Anthem
Zopandrel, Hunger Dominus
Reach
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Anthem
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Burn
Burn
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Card Advantage
Cultivator Colossus
Trample
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Creature - Beast Plant

Dragonhawk, Fate's Tempest
Flying
Whenever Dragonhawk enters or attacks, exile the top X cards of your library, where X is the number of creatures you control with power 4 or greater. You may play those cards until your next end step. At the beginning of your next end step, Dragonhawk deals 2 damage to each opponent for each of those cards that are still exiled.
Whenever Dragonhawk enters or attacks, exile the top X cards of your library, where X is the number of creatures you control with power 4 or greater. You may play those cards until your next end step. At the beginning of your next end step, Dragonhawk deals 2 damage to each opponent for each of those cards that are still exiled.
Legendary Creature - Dragon Bird

Card Advantage
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Card Draw
Minsc & Boo, Timeless Heroes
When Minsc & Boo enters and at the beginning of your upkeep, you may create Boo, a legendary 1/1 red Hamster creature token with trample and haste.
+1: Put three +1/+1 counters on up to one target creature with trample or haste.
−2: Sacrifice a creature. When you do, Minsc & Boo deals X damage to any target, where X is that creature's power. If the sacrificed creature was a Hamster, draw X cards.
Minsc & Boo, Timeless Heroes can be your commander.
+1: Put three +1/+1 counters on up to one target creature with trample or haste.
−2: Sacrifice a creature. When you do, Minsc & Boo deals X damage to any target, where X is that creature's power. If the sacrificed creature was a Hamster, draw X cards.
Minsc & Boo, Timeless Heroes can be your commander.
Legendary Planeswalker - Minsc

Vaultborn Tyrant
Trample
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Creature - Dinosaur

Card Draw
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Counters
Railway Brawler
Reach, trample
Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature - Warrior Rhino

Vigor
Trample
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
Creature - Elemental Incarnation

Counters
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Extra Combats
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

Moraug, Fury of Akoum
Each creature you control gets +1/+0 for each time it has attacked this turn.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Legendary Creature - Warrior Minotaur

Extra Combats
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Haste
Cavalier of Flame
: Creatures you control get +1/+0 and gain haste until end of turn.
When this creature enters, discard any number of cards, then draw that many cards.
When this creature dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.
When this creature enters, discard any number of cards, then draw that many cards.
When this creature dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.
Creature - Knight Elemental

Purphoros, Bronze-Blooded
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Other creatures you control have haste.
: You may put a red creature card or an artifact creature card from your hand onto the battlefield. Sacrifice it at the beginning of the next end step.
As long as your devotion to red is less than five, Purphoros isn't a creature.
Other creatures you control have haste.
: You may put a red creature card or an artifact creature card from your hand onto the battlefield. Sacrifice it at the beginning of the next end step.
Legendary Creature Enchantment - God

Xenagos, God of Revels
Indestructible
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
Legendary Creature Enchantment - God

Haste
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Land
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.
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

Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Spinerock Knoll
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Land

Land
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Ramp Big
Defiler of Vigor
Trample
As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay.
Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay.
Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
Creature - Wurm Phyrexian

Emrakul, the Exigent Doom
When you cast this spell, untap all lands you control.
Flying, trample
Ward—Sacrifice three permanents.
, Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
Flying, trample
Ward—Sacrifice three permanents.
, Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
Legendary Creature - Eldrazi

Klauth, Unrivaled Ancient
Flying, haste
Whenever Klauth attacks, add X mana in any combination of colors, where X is the total power of attacking creatures. Spend this mana only to cast spells. Until end of turn, you don't lose this mana as steps and phases end.
Whenever Klauth attacks, add X mana in any combination of colors, where X is the total power of attacking creatures. Spend this mana only to cast spells. Until end of turn, you don't lose this mana as steps and phases end.
Legendary Creature - Dragon

Ramp Big
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Ramp Small
Invasion of Zendikar
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
When this Siege enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Battle - Siege


Ramp Small
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Removal
Kogla, the Titan Ape
When Kogla enters, it fights up to one target creature you don't control.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Legendary Creature - Ape

Removal
(CTRL to add secondary)
Sneak Attack
Apex Devastator
Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Multiple instances of cascade each trigger separately.)
Creature - Hydra Chimera

Emergent Woodwurm
Backup 3 (When this creature enters, put three +1/+1 counters on target creature. If that's another creature, it gains the following ability until end of turn.)
Whenever this creature attacks, look at the top X cards of your library, where X is its power. You may put a permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Whenever this creature attacks, look at the top X cards of your library, where X is its power. You may put a permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Creature - Wurm

Etali, Primal Conqueror
Trample
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
Legendary Creature - Elder Dinosaur


Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Monstrous Vortex
Whenever you cast a creature spell with power 5 or greater, discover X, where X is that spell's mana value. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Enchantment

Raph & Mikey, Troublemakers
Trample, haste
Whenever Raph & Mikey attack, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield tapped and attacking and the rest on the bottom of your library in a random order.
Whenever Raph & Mikey attack, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield tapped and attacking and the rest on the bottom of your library in a random order.
Legendary Creature - Mutant Ninja Turtle

Sneak Attack
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Tutor
Vorinclex
Reach, trample
When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle.
: Exile Vorinclex, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle.
: Exile Vorinclex, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Praetor Phyrexian


Tutor
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Wrath
Call Forth the Tempest
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.)
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Sorcery

Ugin, the Spirit Dragon
+2: Ugin deals 3 damage to any target.
−X: Exile each permanent with mana value X or less that's one or more colors.
−10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
−X: Exile each permanent with mana value X or less that's one or more colors.
−10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
Legendary Planeswalker - Ugin

Wrath
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Maybeboard
Chimil, the Inner Sun
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Artifact

Questing Beast
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Legendary Creature - Beast

Random Encounter
Shuffle your library, then mill four cards. Put each creature card milled this way onto the battlefield. They gain haste. At the beginning of the next end step, return those creatures to their owner's hand.
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

Summon: Bahamut
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
Creature Enchantment - Saga Dragon

Maybeboard
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This is my attempt to make the most powerful, consistent, and Ruby, I have played this list in probably excess of 100 times and think it's a blast. Sometimes this deck plays blazingly fast, and is capable of incredible game-changing turns out of nowhere. But, when games go long and start to grind, its hard for opposing decks to standup to the consistent card quality in this deck.\n\nThe Plan"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Turn 0: Mulligan to a 4-cmc ramp spell and some lands.\nTurn 1: Play a land.\nTurn 2: Play a land and cast Ruby, Daring Tracker.\nTurn 3: Play a land and cast a four-mana ramp spell (e.g., Vastwood Surge, Explosive Vegetation , etc.).\nTurn 4: Play a land and cast a seven-mana spell.\n\nCards Explanations & Design Philosophy"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Creatures"},{"insert":"\n\n-- Hexhaven Invigorator - I haven't played this card yet. I'm very on the fence about it but want to try it. I am not sure anyone is ever going to willfully attack into or block the Invigorator. I don't have a lot of ways to cheese the trigger either. Realistically just Minsc & Boo, Gruul Ragebeast, and the rare chapter three off a flipped Vorinclex. It also doesn't help that Vigor turns the card off entirely. In my mind I see this playing a lot like Elder Gargaroth, which I played for a while. People never block Gargaroth, so people will definitely not block Invigorator. I think it is a busted card, just not with how the deck is currently configured. Hopefully, I am wrong and it plays well and I can cheat all the hideaway lands into play. The quad-green casting cost is usually trivial. I would never count this as part of the four-mana ramp suite.\n\n-- Hulking Raptor - See the ramp section.\n\n-- Icetill Explorer - See the ramp section.\n\n-- Cavalier of Flame - I like how this cycle of cards worked. The Cavalier of Flame, especially. At every stage it does something helpful. Looting is a little weak because you don't know, you might draw into something worse. But, you can pick-and-choose the cards you discard and this deck wants all the card advantage it can get. The ability granting haste is the best part of the card, but the +1/+0 can be handy as well. Pumping the team +8 could be the difference in a game. And the modest burn on the way out isn't nothing either. And its a good attacker. All-in-all a very efficient card.\n\n-- Defiler of Vigor - The mana reduction of Defiler of Vigor allows you to start double-spelling a lot sooner. The triple-pip six drop and double-pip seven drop go from needing 13 mana to eight. True, your hand doesn't always work out that way, but the ramp is consistent enough. The anthem also slowly stacks up over time and makes it still a valuable permanent to have in play during those games when you have a lot of mana already.\n\n-- Dragonhawk, Fate's Tempest - One of the best creatures in the deck. The floor is high, a 5/5 flyer that \"cantrips\" and the ceiling is winning the game on your end step. If you have an average board with four creatures in play and cast Dragonhawk, you exile five cards, potentially pinging your opponents for 10 each. That's 25% of the total life gone in one go. \n\n-- Karlach, Fury of Avernus - Two combats are better than one. Karlach is better than most extra combat spells because after your creatures attack they probably have some damaged marked on them. Gaining first strike for the second attack makes them much harder to block down and kill on the second combat. Of course, if your opponents are good, they will just block them down in the first swing. Great value at five mana.\n\n-- Ohran Frostfang - This is kind of a one-two punch. Half the creatures in the deck have trample and even more permanents that grant trample. Deathtouch and trample is nearly the same thing as unblockable. Then you draw cards after; second punch. Yes, you have to have creatures on board, but the Frostfang is excellent at keeping the engine running.\n\n-- Purphoros, Bronze-Blooded - Mostly in here for haste, but the sneak attack has utility too. Unfortunately, this deck does not consistently have enough red devotion for Purphoros to be a creature, but when he can attack, he is a great attacker. \n\n-- Railway Brawler - I pulled this card when the set came out and only just recently slotted it in over Ancient Bronze Dragon. The Bronze Dragon suffers from extreme variance—something this deck doesn't shy away from—but the floor doesn't justify the ceiling. Especially, due to the difficulty of forcing it through blocks. I am hoping Railway Brawler brings a similar, more consistent effect.\n\n-- Terror of the Peaks - Terror makes all the best parts of this deck even better. When you are casting 6+ mana creatures, and often cheating them into play, the damage adds up very quickly. It can win games on the spot with cards that cheat multiple creatures into play such as Ghalta, Stampede Tyrant or Last March of the Ents.\n\n-- Urabrask the Hidden - Giving your creatures haste is a big game in this deck. Breaking the color pie and having your opponent's creatures enter tapped pushes this card even further. This is often comparable to making your creatures unblockable, with the upside of forcing your opponents into making bad chump blocks.\n\n-- Vorinclex // The Grand Evolution - This card is really all about the first chapter of The Grand Evolution. Vorinclex himself has very nice stats for a 5 CMC creature and then guarantees you land drops to get to eight mana to flip him into the saga. I find Vorinclex often curves nicely and gives you a ton of gas and resources for only one card. I have gone way up on tutoring lands to hand. This deck pulls so many lands out of the deck and this is, at its floor, a nice way to ensure you will continue to make land drops.\n\n-- Xenagos, God of Revels - Incredible, one of the best support cards in the deck. The devotion is easy to achieve. The indestructible means Xenagos stays around and can attack or block for days. Doubling a large trampling-body every turn is powerful and the haste is always relevant.\n\n-- Bane of Progress - When you are casting big mana spells you want those spells to be game winning. Bane of Progress doesn't so much win you the game as it causes that one opponent playing an enchantress or artifact deck to lose the game on the spot. Almost as good! Even if none of your opponents are playing those decks this is almost always a 6 for 1. It will always remove some annoying permanents and leaves behind a massive body.\n\n-- Etali, Primal Storm - I resisted slotting in Etali, Primal Storm, because it is such a low floor, high ceiling card. The new Etali, Primal Conquer guarantees value. On a lucky day, Etali, Primal Storm will be devastating, game-winning, and exceptional. On other days it will be a 6/6 with no keywords that gets chump blocked a couple of times. That's why I was hesitant to put it in: the new \"flip\" Etali is much more consistent and powerful. But the older Etali, I think, still has legs.\n\n-- Groundchuck & Dirtbag - I wish the art on this card weren't so ugly, because the card is good! For six mana, the 8/8 trampling body is great value, and then you also get half a Zendikar Resurgent. I don't mind tapping out for Groundchuck around turn four, because it means the following turn I'm going to generate a large tempo swing and double-spell. And late in the game, with a bunch of lands in play, it becomes almost a cantrip. This deck wants to spend 15+ mana in a turn, and Groundchuck & Dirtbag makes that possible.\n\n-- Kogla, the Titan Ape - I am probably lower on this card than I should be. It removes a creature when you cast it and might destroy an artifact or two. Ruby, Daring Tracker being a human also means you can almost always give Kogla indestructible if you need to. It slots in very nicely, shoring up this deck's lack of interaction, but doesn't have that oomph or wow factor.\n\n-- Lumra, Bellow of the Woods - While not being a \"lands\" deck or having consistent self-mill, Lumra is more than good enough. I find she usually recurs 3-4 lands and sometimes way more. If you can give her trample she is a powerful attacker and is always one of the best blockers. Lumra plays very nicely with Wondrous Crucible and always punches above her weight class. When I am evaluating cards for this deck I always think to myself, \"does this play well with Lumra?\"\n\n-- Moraug, Fury of Akoum - Plays well with Lumra! This card gives the 11, four-mana ramp spells in the deck more oomph and utility if you draw them in the late game. \n\n-- Pathbreaker Ibex - The Ibex plays very similar to Railway Brawler. In some way better and someways worse. But, better than Brawler, Ibex lords trample and its boost to power and toughness is usually greater than just doubling each creature. It also stacks really nicely with cards like Xenagos, God of Revels; Zopandrel, Hunger Dominus; the aforementioned Railway Brawler; and any extra combat enabler. \n\n-- Surrak and Goreclaw - One of the better support cards in the deck. I think it's generally the third best Natural Order target. Granting trample, and haste, and a small power bump just so strong. If you have something going it's very good and casting it to set up for the next turn is good too. It's only really bad if your hand is dead.\n\n-- Trumpeting Carnosaur - Over time I have lowered the curve on this deck. At one point it was nearly all seven-plus-mana creatures. Wizards has started printing more \"bomb\" creatures at five or six mana that in the past would have been printed at a minimum of seven, and as a result Trumpeting Carnosaur's discover 5 trigger has become good again. Back when this deck was all seven-drops, Carnosaur only hit ramp spells. At six mana, a 7/6 trampling body that ramped twice, with slim outs to be a bad Lightning Bolt, just wasn't very exciting to me. However, in the current version of the deck there are 26 spells at five mana or less, and only 11 of them are four-mana ramp spells; meaning 61% of the time you're hitting something good like Ohran Frostfang or Greater Good. The rest of the time you ramp, and that moves the game plan forward. Two of the ramp spells, Icetill Explorer and Hulking Raptor I would consider good hits too. So the boring-ramp rate is actually only 35%.\n\n-- Vigor - Good support/setup card. It makes it very punishing to block your creatures and scary to attack into you. It's a trick for the mill matchup to deal with too.\n\n-- Cultivator Colossus - This is either the best or worst top-deck, there is no in between. For that reason it is tied with Ghalta, Stampede Tyrant for best Natural Order target. If you have a lot of lands in hand get the Colossus, sneak them into play and draw a new, presumably, actionable hand.\n\n-- Emergent Woodwurm - This card can be both very awkward and very nice. The question is always where you put the backup counters. At 4 power you are mostly hitting lands, which is fine but not exciting. At 7 power you hit pretty much every bomb in the deck. Because the Woodwurm backing up itself doesn't grant the trigger to anything else, you are trading future dig potential for one immediate, deep dig. With haste from something like Urabrask the Hidden, backing up another creature and swinging with both is often the better line. If the Woodwurm looks like it is going to keep attacking over several turns, feed it. There are also a decent number of cards that push its power for free, like the Goreclaws, Railway Brawler, or Xenagos, God of Revels, though that's a little inconsistent. Like Raph & Mikey, Troublemakers, the trigger is exceptional with extra combats.\n\n-- Etali, Primal Conqueror // Etali, Primal Sickness - Of course it is very good. Sometimes it puts you in an unbeatable position, especially if you can cast it turn four, sometimes it doesn't. Flipping it is always fun.\n\n-- Gruul Ragebeast - This is one of the slower removal options in the deck. Seven mana for a 6/6 that fights a creature is okay. However, if you can find a way to sneak Ragebeast into play, perhaps with something like Ghalta, Stampede Tyrant, it can snowball and accumulate lots of value. In this way it is similar to something like Zendikar Resurgent although the payoff is different. It’s a card you usually have to take a turn off to resolve, but it makes every subsequent spell cast significantly stronger.\n\n-- Klauth, Unrivaled Ancient - Haste on Klauth is a big game. If you think about it too hard, he is a three mana 4/4. Klauth generates huge amounts of mana the turn he comes down enabling massive turns. \n\n-- Nyxbloom Ancient - There is nothing better than untapping with this card. Casting 20+ worth of spells in a turn just pushes you so far ahead. If you have 10 or so lands Nyxbloom Ancient just feels free. Not the best top-deck if you're empty handed though.\n\n-- Old Gnawbone - This deck needs to get to 7 mana to play the game, and it does that very well, but it needs to get to ~15 mana to pop off. There are a number of ways to do that, but it is not as consistent. I decided to add one more effect that really pushes how much mana you can generate to try to smooth the deck. I think I was slightly undervaluing the \"Big Ramp\" effect in this deck.\n\n-- Raph & Mikey, Troublemakers - This card is new, but it's the real deal. 1) It has haste. 2) It doesn't demand you have any cards in hand. 3) It can hit any creature with no restriction, and only a creature; no ramp spells!\n\n-- Siege Behemoth - When you go in for the big strike Siege Behemoth really helps to make sure it lands. More importantly it makes chump blocking your attackers much less effective, in someways. Sometimes, of course, it is better to remove the blocking creature. The hexproof is what really sends this card over the top.\n\n-- Titan of Industry - Titan of Industry is an okay interactive spell. I think it is slightly worse than Terastodon. Destroying an artifact or enchantment, and putting a shield counter on a creature is the most common combo. The life gain can be handy, but five life isn’t usually game-changing. And unless you have a creature like Dragonhawk or Vaultborn Tyrant in play the 4/4 is often inconsequential. Still, it synergizes fairly nicely and this deck needs the interaction.\n\n-- Vaultborn Tyrant - You will just be sitting there happy with the five cards Vaultborn Tyrant has drawn you. Then you realize that you also gained 15 life and are even happier. Then, later, when someone wraths and you still have a Vaultborn Tyrant in play, you won't be disappointed. Even if it didn't have two lives the card would be amazing. Truly, one of the best cards you can draw. I think it's generally the second best Natural Order target (after a tie between Ghalta, Stampede Tyrant and Cultivator Colossus) and one of the best things to see in a series of Apex Devastator or Monstrous Vortex flips.\n\n-- Zopandrel, Hunger Dominus - I think of Zopandrel as the defensive equal to Surrak and Goreclaw. Surrak and Goreclaw pushes aggression by giving you haste, trample, and a power pump. Zopandrel just sits there, making it tricky for your opponents to meaningfully attack into you. Doubling a board of 6+ power and tough creatures is enormous. Even if Zopandrel is alone, an 8/12 body is hard to attack at. In the face of a wrath you just give him indestructible and use him to buy you time while you rebuild a board. The doubling is very nice for attacking, especially because lots of creatures already have trample, but it is so much better for blocking.\n\n-- Cityscape Leveler -One of the only ways to remove creatures in this deck. Unbelievable with haste.\n\n-- Ghalta, Stampede Tyrant - Ghalta, Stampede Tyrant just lets you cheat out your hand early and easy. That's why it's tied for my favorite Natural Order target, along with with Cultivator Colossus. Often a dead card late, but always a good attacking body.\n\n-- Terastodon - A nice and versatile removal spell in a color combination that doesn't have many hard removal options. Hitting lands is what separates it from other similar cards like Titan of Industry. Blowing up three lands off the ramp player is frequently better than killing a creature would have been. I wish it were a mana cheaper or could hit creatures. You can also just point it at your own lands, which gives you the tokens and stocks the graveyard for Lumra to bring them all back. It's a fine Natural Order target when you specifically need removal.\n\n-- Apex Devastator - I think this is the best card to cast in this deck. Getting four random things is usually backbreaking. We're never hitting Sol Ring. \n\n-- Emrakul, the Exigent Doom - I have been trying this card and I am very impressed. She feels a lot like a power-crept Ghalta, Primal Hunger. Firstly, Emrakul is a meaningful source of early ramp. The line of tapping three mana, 'enchanting' an untapped land, then tapping it for two works surprisingly consistently. You don't even need to tap the land too many times for it to get mana positive. Then, when you cast her, Emrakul's floor is similar to a Ghalta, Primal Hunger’s. A high-mana-cost \"dorky\" creature that you can cheat into play on the cheap. This is a nice archetype because it lets you cheat with things like Monstrous Vortex. Ghalta gets cheated into play for as little as two mana, while Emrakul untaps the lands you just tapped to cast her. Emrakul's way is better. Sometimes, when you cast Emrakul, you are untapping 18 lands and floating mana. And sometimes, she can generate ridiculous amounts of mana with Nykthos, Shrine to Nyx or a mana doubler. Emrakul is so good with mana doublers. And, even more, the stats are better than Ghalta's. The flying is a big bump, and the ward is punishing.\n\nNon-Creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n--Minsc & Boo, Timeless Heroes - Minsc and Boo is so good. It makes massive creatures and eventually draws a bunch of cards. It can also throw Ghalta, Stampede Tyrant at someone's face. I usually don't like planeswalkers, but the creatures this deck runs make it somewhat challenging for him to catch stray fliers.\n\n-- Ugin, the Spirit Dragon - This card is in the deck for the -X ability, which usually functions as a one-sided wrath. -4 will never hit anything on your board you care deeply about. And -5 will almost never hit anything you'd be too hurt to loose. I found creatures with indestructible are nearly impossible to deal with and Ugin provides a chance against them. The +2 is ehh. And though I have never done the Ugin ultimate, I imagine it is quite good.\n\n-- Wondrous Crucible - Again, I really wish this was a creature. But, ward 2 is a very meaningful bit of protection. And being able to cast something, replacing itself, the turn you play it is fantastic. It even fuels itself. Compared to Chimil, the Inner Sun which mostly hits ramp spells and offers less meaningful protection, it's not even close.\n\n-- The Great Henge - I find it usually falls into an awkward part of the mana curve. For example, turn four you play a 6 power creature. You can cast the Great Henge for three mana on turn five, when you often have seven or eight mana. Casting the Henge for three and tapping it for two or three mana leaves you with four or five mana. Not enough to make a meaningful follow-up play. However, when you can curve into the Great Henge drawing cards and gaining a small stream of life is so powerful and the card justifies itself despite the potential awkwardness.\n\n-- Monstrous Vortex - Oh, Monstrous Vortex, I love this card so much and built this deck around this card. There is no more fun feeling than when you cast a Vaultborn Tyrant and hit another creature, and then another creature, and watching the chain grow. All but seven creatures will trigger the Vortex and you reliably get an extra two creatures and two lands out of casting one creature spell. It snowballs and does silly things and I love it. \n\n-- Greater Good - This card is just so strong. Sometimes you have a very large Cultivator Colossus; or, Railway Brawler has made your Cityscape Leveler a 16/16. Even sacrificing a seven-power creature can get you back in games. Trading bodies for cards just allows the deck to keep humming. And when it is in play it makes opponent's removal spells so much less painful.\n\n-- Zendikar Resurgent - I think this card is unfairly maligned as a win-more. It fuels both halves of what this deck wants: more mana, and more cards to spend it on. The criticism is that it's a seven-drop that doesn't affect the board. But I don't mind tapping out for it around turn four, because it means the following turn I'm going to generate a large tempo swing, double-spelling and likely drawing off both. Later in the game, once you have roughly twice as many lands as it costs, casting it is close to mana-neutral on the turn it lands.\n\n-- Natural Order - While not as broken as Jeska's Will, Natural Order still has the sauce at all points during the game. It's especially potent turn 3 when you can sacrifice a willing Ruby, Daring Tracker to get pretty much any creature. On turn three I would say I almost always get Ghalta, Stampede Tyrant or Cultivator Colossus. But later in the game getting an enabling creature like Surrak and Goreclaw, Zopandrel, Hunger Dominus, or Vigor is great. I have talked about this card a bunch when addressing other cards in this deck. The only real downside is you can't Natural Order for Etali, Primal Conqueror // Etali, Primal Sickness. \n\n--Improvisation Capstone - The capstone will only ever hit one card a turn, but having it come in main-phase one, instead of end step like Crucible, might make it better. There is a decent chance you will be up on mana and value after the first Capstone resolve, and you are guaranteed to be in the green after the second one resolves.\n\n-- Call Forth the Tempest - I think this is the best noncreature spell in the deck. It's the strongest wrath and also the cleanest finisher. Ultimately, it leaves you up two spells and your opponents with mostly empty boards and a lot less life. It's crushing. If you are very, very unlucky and cascade into the only four-drops in the deck it will still deal 8 damage to everything, but the average CMC of this deck is 5.67; you are much more likely to deal 11+ to everything. I have even burned opponents to death with this card.\n\n-- Last March of the Ents - I don't like that this card does nothing if you have nothing in play. And, if you only have one other creature in play it's scary to cast because you're one Swords to Plowshares away from wasting eight mana and your turn. When the stars align, which is not uncommon because this deck wants to flood the board with seven drops, this card pushes you over the top and nabs the win the turn you cast it. Drawing ~six cards and putting ~four creatures into play is backbreaking for opponents. One of the best ways to cheat a lot of creatures into play.\n\nFour-Mana Ramp Spells"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are many 4-cmc ramp spells. This is why I picked these 11.\n\n-- Encroaching Dragonstorm - Bouncing and replaying them when you play a dragon is cute, but not often meaningful. Mostly here for delirium for Shifting Woodland. \n\n-- Explosive Vegetation - The OG four-mana ramp sorcery.\n\n-- Hulking Raptor - I loved this card in the Ixalan Standard dino deck. At four mana, I break my land-ramp only philosophy for this guy. The ward 2 makes it so punishing to remove. After you cast the first 6-drop creature no one wants to go out of their way to cut you off mana by paying the extra 2 mana to remove Hulking Raptor. It really only dies to a wrath. It is also usually a nicer cascade hit than a sorcery ramp spell. Especially with Monstrous Vortex.\n\n-- Icetill Explorer - The second ramping creature I've included. I resisted this one for a long time, mostly because a four-mana 2/4 didn't fit thematically. Having resolved a few, I can attest that this guy is the truth. Highest ceiling, lowest floor in the ramp package. The extra land drop is the obvious good part, but the mill is significant and not a total drawback because each land drop mills, feeding future land drops. Icetill plus one fetch goes foolishly hard. The fetch triggers landfall when it enters, again when you crack it, then replays itself from the yard over and over. The floor is real though. He isn't actually a ramp spell, so with no lands in hand he does nothing but mill. And if he eats removal after one extra land drop you paid four mana for one land. But untap with him once and he's better than any four-mana sorcery in the deck. You will inevitably mill some bombs and be sad, though milled lands are not a big deal between Icetill, Lumra, and Shifting Woodland, which Icetill helps turn on.\n\n-- Invasion of Zendikar // Awakened Skyclave - Only in here for delirium for Shifting Woodland. I doubt flipping it is ever better than just hitting face.\n\n-- Map the Frontier - Fetches Arid Archway. \n\n-- Migration Path - Cycles late game.\n\n-- New Generation's Technique - New card, but I'm thinking late-game you could bounce a creature with a good ETB back to your hand like, Etali, Primal Conqueror // Etali, Primal Sickness or Bane of Progress.\n\n-- Ranger's Path - You can get Sheltered Thicket, Stomping Ground, or Commercial District.\n\n--Skyshroud Claim - You can get Sheltered Thicket, Stomping Ground, or Commercial District , untapped! The untapped part almost never matters, except late in the game, when you might have enough mana to cast this and a bomb in the same turn.\n\n-- Vastwood Surge - I've been desperate enough for action to kick this once.\n\nLands"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Basics and Fetches"},{"insert":"\n\n-- 10x Forest and 4x Mountain - I think this might be a basic or two low, but this amount works. Many of the four-mana ramp spells also only fetch basics so you need a good number. And cards like Icetill Explorer fetching two lands a turn really pressures you basics. Especially if the fetch can only get Mountains. I have found that the 14 basics is enough for most games, but sometimes when games go longer you run out. But, at that point you already have plenty of lands in play.\n\n-- 7x Fetch Lands (Arid Mesa, Misty Rainforest, Wooded Foothills, etc.) - This deck is running every red or green fetch. They give you a turn one \"play\" by fetching Commercial District. Fix your colors early, put themselves in the graveyard for cards like Lumra, Bellow of the Woods or Shifting Woodland, and can generate extra combats with Moraug, Fury of Akoum, guarantee two land drops a turn with Icetill Explorer. The list of synergies they enable goes on-and-on. They are extremely versatile and enable all this for \"free.\"\n\n-- Prismatic Vista - Nearly as good as the fetch lands.\n\n"},{"attributes":{"bold":true},"insert":"Utility Lands"},{"insert":"\n\n-- Arena of Glory - Give up to two creatures haste with very little downside.\n\n-- Arid Archway - I like one bounce land in this deck. Especially, because it is fetchable with of Map the Frontier. Otherwise, I would play Gruul Turf. It can bounce back powerful lands to your hand, like Boseiju, Who Endures, so it can be used again. And it guarantees you a land drop the next turn.\n\n-- Boseiju, Who Endures - The only piece of instant speed interaction in the deck, it is also nearly impossible to interact with. Very versatile card. If you are building on a budget you don't really need it, but it is nice to have.\n\n-- Castle Garenbrig - Because the ramp in this deck is so rigid Castle Garenbrig acts very similarly to Ancient Tomb, tapping for \"two, albeit restricted, mana.\" With a mana-doubler in play you can tap two lands and Castle Garenbrig to make 12 mana, netting 9 mana. Or with Nyxbloom Ancient you tap two lands and activate Castle Garenbrig's ability, floating two mana, generating 18 mana, and netting 17 mana.\n\n-- Commercial District - Fetch-able mini-\"Consider.\" The only and best turn one action in the deck.\n\n-- Copperline Gorge - Not really a utility land, but it had to go somewhere. This deck desperately needs a red and a green source by turn two and needs its first three lands untapped. Copperline Gorge is untapped exactly through turn three which is precisely the window that matters here. Later in the game a tapped land costs you nothing. It's also another uniquely named land for Field of the Dead that doesn't eat a basic slot.\n\n-- Gemstone Caverns - The only card in the deck that can accelerate our game plan ahead by one turn, allowing you to cast Ruby, Daring Tracker turn one and a four-mana ramp spell on turn two.\n\n-- Mossfire Valley - I wanted to include a few more dual lands to smooth out the first three turns of the game. I landed on Mossfire Valley as one of these because it is the only lands that allows you to lead on a colorless land, like Bonders' Enclave turn one and still cast Ruby on turn 2. It has never happened to me, but maybe one day! Otherwise it is a good enough dual for fixing mana colors.\n\n-- Mosswort Bridge - Nearly guaranteed free spell at the cost of a being a tapped land.\n\n-- Nykthos, Shrine to Nyx - Not a strictly necessary card for this deck, but I had one I wasn't using and it's still plenty strong and fun. You can accumulate serious green devotion, and when that happens Nykthos turns three mana into eight or more. It's also really fun with mana doublers like Nyxbloom Ancient and Emrakul, the Exigent Doom which make it tap for ludicrous amounts.\n\n-- Rootbound Crag - Solid. It usually enters untapped on turn 2 or 3.\n\n-- Sheltered Thicket - Borderline, but being able to cycle it late game while being fetchable is good enough. I can see this getting power crept soon.\n\n-- Shifting Woodland - It's not easy to get delirium in this deck. It's very easy to get a land, creature, and sorcery in the graveyard, but the fourth card type is hard. Still very strong and almost always untapped. There are so many shenanigans you can get up to with this card.\n\n-- Spinerock Knoll - Not as reliable as Mosswort Bridge, but you can sneak something into play pretty consistently when an opponent attacks anyone other than you, or of course, when you attack.\n\n-- Stomping Ground - Untapped fetchable land. Very good.\n\nSideboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n-- Radha, Heir to Keld - Hardly anything about the deck changes depending on who you play. But, Ruby being able to gain power is sometimes relevant making her, in my opinion, the better commander. However, there are some cards like Elven Passage and Blighted Woodland that are more playable with Radha.\n\nExclusions and Cut Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n-- Field of the Dead - I cut Field of the Dead because it was nearly always a non-factor when it actually came to winning the game. The chump blockers were nice and rarely you could get the Zombies big enough to kill an opponent. However, it was just tedious to keep track of for something that wasn’t needed to win the game. The early untapped colorless land could also end up being extremely punishing. If you wanted to put more game changers in, however this is one I would look at including.\n\n-- Jeska's Will - I mostly cut this card because it wasn’t on theme enough. It was the only three-drop in the deck. Ruby is almost never targeted for removal so you almost always get both effects. The ritual and the card draw are both very potent and help move the game plan along. If you are looking to power this list up I would cut another spell to put it back in the deck.\n\n-- Chrome Mox - I said that I wanted this deck to have a max of three game changers. I picked Natural Order, Jeska's Will, and Field of the Dead. As good as Field of the Dead is, Chrome Mox is probably better. Having a second card that can shift the whole game plan up one turn is monumental. The other card that can do that is Gemstone Caverns. I like Gemstone Caverns more because cascading into Chrome Mox is such a feel bad. I also think Field of the Dead is less salty than Chrome Mox. If you wanted to add more game changers, Chrome Mox is the first, then The One Ring, and lastly Ancient Tomb.\n\n-- Vorinclex, Voice of Hunger of course, should have a slot in this deck, but has been excluded for the sake of having fun and civil games. I'd probably cut Zendikar Resurgent for it.\n\n-- Fabled Passage - As good as fetch lands are, hitting untapped lands on your second and third turns is crucial. Because Fabled Passage forces the land to enter tapped on the turns we need it to be an untapped land, I don't think it's good enough.\n\n-- Ancient Copper Dragon - I do not like that it's a combat damage trigger. No one is ever going to let you get it if they can avoid it because they know what happens in main phase two. If this deck had more ways to abuse treasures or give unblockable it would be good.\n\n-- Ancient Bronze Dragon - Everything I dislike about Ancient Copper Dragon I dislike about this dragon as well. The consistency Railway Brawler brings is generally more impactful than the the counters Ancient Bronze Dragon can generate. Railway Brawler also offers a little bit more flexibility in the casting cost which can be nice.\n\n-- Sol Ring - Feels bad to cascade into and the ramp plan doesn't benefit much from an early Sol Ring.\n\n-- Insurrection - This card is really, really good. It nearly always wins the game when you cast it. If you care about your win rate this card is a must-include. However, I have gotten kind of bored of it. It does the same thing every time and ends games unceremoniously that have just gotten to an interesting or exciting point.\n"}]}










































































