1432 views15 days ago
Commander
Size: 100Est cost: $2657.30Salt sum: 52.94
videodane
1432 views15 days ago
Commander
Size: 100Est cost: $2657.30Salt sum: 52.94
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{"ops":[{"insert":"This is my attempt to make the most powerful and consistent "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" deck possible with a three game changer cap. 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 card quality in this deck.\n\nIf you don't go with expensive printings this deck is ~$1,000 as off 4/26/2026.\n\nThe Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn 0:"},{"insert":" Mulligan to a 4-cmc ramp spell and some lands.\n"},{"attributes":{"bold":true},"insert":"Turn 1"},{"insert":": Play a land.\n"},{"attributes":{"bold":true},"insert":"Turn 2"},{"insert":": Play a land and cast "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Turn 3"},{"insert":": Play a land and cast a four-mana ramp spell (e.g., "},{"attributes":{"italic":true},"insert":{"card-link":"Vastwood Surge"}},{"insert":", "},{"insert":{"card-link":"Open the Way"}},{"insert":" , etc.).\n"},{"attributes":{"bold":true},"insert":"Turn 4:"},{"insert":" Play a land and cast a seven-mana spell.\n\nCards Explanations & Design Philosophy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nCreatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"-- "},{"insert":{"card-link":"Questing Beast"}},{"insert":" - This, text-heavy card only has one line that matters, \"combat damage ... can't be prevented.\" If you play against fogs like "},{"insert":{"card-link":"The One Ring"}},{"insert":", "},{"insert":{"card-link":"Glacial Chasm"}},{"insert":", or "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":", it's indispensable.\n-- "},{"insert":{"card-link":"Dragonhawk, Fate's Tempest"}},{"insert":" - 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-- "},{"insert":{"card-link":"Karlach, Fury of Avernus"}},{"insert":" - 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-- "},{"insert":{"card-link":"Ojer Kaslem, Deepest Growth // Temple of Cultivation"}},{"insert":" - Replacement level card. I find it is too easy to block. Putting a random 2/2 in front of it makes its trigger 33% less potent. Still, cheating creatures into play is very good and sometimes Ojer Kaslem creates huge game changing turns.\n-- "},{"insert":{"card-link":"Purphoros, Bronze-Blooded"}},{"insert":" - 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-- "},{"insert":{"card-link":"Railway Brawler"}},{"insert":" - I pulled this card when the set came out and only just recently slotted it in over "},{"insert":{"card-link":"Ancient Bronze Dragon"}},{"insert":". 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 difficultly of forcing it through blocks. I am hoping Railway Brawler brings a similar, more consistent effect.\n-- "},{"insert":{"card-link":"Terror of the Peaks"}},{"insert":" - 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 "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" or "},{"insert":{"card-link":"Last March of the Ents"}},{"insert":".\n-- "},{"insert":{"card-link":"Urabrask the Hidden"}},{"insert":" - 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-- "},{"insert":{"card-link":"Xenagos, God of Revels"}},{"insert":" - 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-- "},{"insert":{"card-link":"Bane of Progress"}},{"insert":" - 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 has good! Even if none of your opponents are playing those types of decks this is almost always a 6 for 1. It will always remove some annoying permanents and leaves behind a massive body.\n-- "},{"insert":{"card-link":"Kogla, the Titan Ape"}},{"insert":" - 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. "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" 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-- "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" - 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 "},{"insert":{"card-link":"Wondrous Crucible"}},{"insert":" and "},{"insert":{"card-link":"Planar Engineering"}},{"insert":" 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-- "},{"insert":{"card-link":"Moraug, Fury of Akoum"}},{"insert":" - Plays well with Lumra! This card gives the 12, four-mana ramp spells in the deck more oomph and utility if you draw them in the late game. \n-- "},{"insert":{"card-link":"Overlord of the Boilerbilges"}},{"insert":" - This deck doesn't have lots of interaction, not that four damage is the most impactful interaction, but every bit helps. Overlord of the Boilerbilges really shines with haste, when four-damage becomes eight, an amount of damage I find to be much more potent. It also works nicely with extra combats. Not the strongest card in the deck, but plays nicely with many of the more powerful cards in the deck like "},{"insert":{"card-link":"Surrak and Goreclaw"}},{"insert":" or "},{"insert":{"card-link":"Moraug, Fury of Akoum"}},{"insert":". With MTG's current trajectory, I predict this card will be superseded by the end the end of the year.\n-- "},{"insert":{"card-link":"Ravenous Tyrannosaurus"}},{"insert":" - I am medium on this card because it has a very high ceiling but a very low floor. Every once in a while this comes in at a 27/27 and burns someone for twenty-something due to "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" or something. But, sometimes it's hard to find something you are willing to devour, Granted, you usually have "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" as fodder. Seems kind of like a win-more in this deck. \n-- "},{"insert":{"card-link":"Ruric Thar, the Unbowed"}},{"insert":" - Fun, powerful card that takes people by surprise. It punishes a lot of decks and acts as a removal check. If it nobody can remove Ruric Thar he heavily taxes players for playing or forces them to play optimally. \n-- "},{"insert":{"card-link":"Soul of the Harvest"}},{"insert":" - This card doesn't excite me, but the effect is good and the stats are decent.\n-- "},{"insert":{"card-link":"Surrak and Goreclaw"}},{"insert":" - One of the better support cards in the deck. I think it's generally the third best "},{"insert":{"card-link":"Natural Order"}},{"insert":" 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 setup for the next turn is good to. It's only really bad if your hand is dead.\n-- "},{"insert":{"card-link":"Vigor"}},{"insert":" - Good support/setup card. It makes it very punishing to block your creatures and scary to attack into you. It's tricky for the mill matchup to deal with too.\n-- "},{"insert":{"card-link":"Aurora Awakener"}},{"insert":" - This is another new add I wanted to try. Not sure if it's good enough yet. Almost always it will be a 3-for-1, which I think is solid value. The quality of the 3-for-1 I think might be too extreme, however. Hitting two lands will be very disappointing most of the time—this deck is loaded with the same effect for three last mana—but I suspect even hitting two lands is valuable. Spiking this off of an effect like sneak effect"},{"insert":{"card-link":"Doors of Durin"}},{"insert":" or "},{"insert":{"card-link":"Raph & Mikey, Troublemakers"}},{"insert":" is just so much potential value.\n-- "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":" - This is either the best or worst top-deck, there is no in between. For that reason it is tied with "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" for best "},{"insert":{"card-link":"Natural Order"}},{"insert":". If you have a lot of lands in hand get the Colossus, sneak them into play and draw a new, presumably, actionable hand.\n-- "},{"insert":{"card-link":"Etali, Primal Conqueror // Etali, Primal Sickness"}},{"insert":" - 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-- "},{"insert":{"card-link":"Klauth, Unrivaled Ancient"}},{"insert":" - 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-- "},{"insert":{"card-link":"Nyxbloom Ancient"}},{"insert":" - 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-- "},{"insert":{"card-link":"Omnath, Locus of Rage"}},{"insert":" - Similar to "},{"insert":{"card-link":"Moraug, Fury of Akoum"}},{"insert":". Gives the 12, four-mana ramp spells in the deck more oomph and utility if you draw them in the late game. \n-- "},{"insert":{"card-link":"Raph & Mikey, Troublemakers"}},{"insert":" - This card is new, but I think 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 any creature with no restriction. So much better than "},{"insert":{"card-link":"Ojer Kaslem, Deepest Growth // Temple of Cultivation"}},{"insert":" .\n-- "},{"insert":{"card-link":"Tyrant's Familiar"}},{"insert":" - Because "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" is never a target for removal Tyrant's Familiar immediately threatens to remove any one problematic creature. I am surprised by how often this creature gets removed. Not the most exciting card, but fills a role really well.\n-- "},{"insert":{"card-link":"Vaultborn Tyrant"}},{"insert":" - 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 be 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 "},{"insert":{"card-link":"Natural Order"}},{"insert":" target (after a tie between "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" and "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":") and "},{"attributes":{"bold":true},"insert":"one"},{"insert":" of the best things to see in a series of "},{"insert":{"card-link":"Apex Devastator"}},{"insert":" or "},{"insert":{"card-link":"Monstrous Vortex"}},{"insert":" flips.\n-- "},{"insert":{"card-link":"Zopandrel, Hunger Dominus"}},{"insert":" - I think of Zopandrel as the defensive equal to "},{"insert":{"card-link":"Surrak and Goreclaw"}},{"insert":". 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 meaningful attack 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-- "},{"insert":{"card-link":"Cityscape Leveler"}},{"insert":" -One of the only ways to remove creatures in this deck. Unbelievable with haste.\n-- "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" - Does the thing of pushing through damage and gummed up boards.\n-- "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" - "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" just lets cheat out your hand early and easy. That's why it's tied for my favorite "},{"insert":{"card-link":"Natural Order"}},{"insert":" target, along with with "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":". Often a dead card late, but always a good attacking body.\n-- "},{"insert":{"card-link":"Terastodon"}},{"insert":" - I don't know if the value that good on Terastodon. Good, hard-removal is scarce in these colors and noncreature is a hard, but tolerable downside. I think "},{"insert":{"card-link":"Titan of Industry"}},{"insert":" might be comparable, but Terastodon hitting lands makes it more powerful. Titan of Industry's other three modes don't seem as impactful.\n-- "},{"insert":{"card-link":"Apex Devastator"}},{"insert":" - I think the best card to cast in this deck. Getting four random things is usually backbreaking. We're never hitting "},{"insert":{"card-link":"Sol Ring"}},{"insert":". \n\nNon-Creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"--"},{"insert":{"card-link":"Minsc & Boo, Timeless Heroes"}},{"insert":" - Minsc and Boo is so good. It makes massive creatures and eventually draws a bunch of cards. It can also throw "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" 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-- "},{"insert":{"card-link":"Ugin, the Spirit Dragon"}},{"insert":" - In for the the -X effect which functions close to a one-sided wrath. -4 will never hit anything on your board, except maybe some tokens, and -5 will almost never hit anything you'd be devastated to loose. I found creatures with indestructible are nearly impossible to deal with and Ugin provides a chance against them. The +2 is fine. And though I have never done the Ugin ultimate, I imagine it is quite good.\n-- "},{"insert":{"card-link":"Doors of Durin"}},{"insert":" - A nice \"glue card.\" The sneak effect is probably one of the worst in the deck, do to not being guaranteed, but the scry 2 is good card advantage and it fills its role well. \n-- "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" - The effect is ridiculously good, but it is held back significantly by being a noncreature. Never the less, it can lock players out interacting with you and make your creatures nearly unblockable.\n-- "},{"insert":{"card-link":"Wondrous Crucible"}},{"insert":" - 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 "},{"insert":{"card-link":"Chimil, the Inner Sun"}},{"insert":" which mostly hits ramp spells and offers less meaning protection, it's not even close.\n-- "},{"insert":{"card-link":"Monstrous Vortex"}},{"insert":" - 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 "},{"insert":{"card-link":"Vaultborn Tyrant"}},{"insert":" and hit another creature, and then another creature, and watching the chain grow. All but four 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-- "},{"insert":{"card-link":"Greater Good"}},{"insert":" - This card is just so strong. Sometimes you have a very large "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":"; or, "},{"insert":{"card-link":"Railway Brawler"}},{"insert":" has made your "},{"insert":{"card-link":"Cityscape Leveler"}},{"insert":" a 16/16. Even sacrificing a seven-power creature can get you back in games. Trading bodies for cards just allows the deck to to keep humming. And when it is in play it makes opponent's removal spells so much less painful.\n-- "},{"insert":{"card-link":"Zendikar Resurgent"}},{"insert":"- I know Zendikar Resurgent is widely considered to be a win-more card. If you can play this early, let's say turn four, and you untap with it, that's 14-16 mana. You can play two random seven drops, say "},{"insert":{"card-link":"Vaultborn Tyrant"}},{"insert":" and "},{"insert":{"card-link":"Vigor"}},{"insert":", while drawing two cards, refueling for next turn..Or, you can cast a very quick "},{"insert":{"card-link":"Apex Devastator"}},{"insert":" and still have the mana to cast a "},{"insert":{"card-link":"Kogla, the Titan Ape"}},{"insert":" or something. If you can Both effects on this card are very good and it curves out nicely. This logic stays true through much of the game. It only a dead card when you have nothing in your hand, but because it makes almost 40% of the deck cantrip, so one draw can start chain-drawing you back into the game. After all that praise, it is held back by not being a creature. If it didn't also draw you cards, which this deck really needs, it wouldn't be good enough. That is why I think it is still better than "},{"insert":{"card-link":"Groundchuck & Dirtbag"}},{"insert":". However, if you wanted to cut it for something like "},{"insert":{"card-link":"Guardian Project"}},{"insert":" I think that would be very reasonable.\n-- "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" - I don't need to tell you this card is good. It's a broken card! Seeing 3 cards and getting ~6 mana is ridiculous. It often boils down to a three-mana spell that draws you a spell and a land and lets you free cast something. For three mana! And, because "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" is not a scary commander she sticks around guaranteeing you get both modes.\n-- "},{"insert":{"card-link":"Natural Order"}},{"insert":" - While not as broken as "},{"insert":{"card-link":"Jeska's Will"}},{"insert":", Natural Order still has the sauce at all points during the game. It's especially potent turn 3 when you can sacrifice a willing "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" to get pretty much any creature. On turn three I would say I almost always get "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" or "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":". But later in the game getting an enabling creature like "},{"insert":{"card-link":"Surrak and Goreclaw"}},{"insert":", "},{"insert":{"card-link":"Zopandrel, Hunger Dominus"}},{"insert":", or "},{"insert":{"card-link":"Vigor"}},{"insert":" 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 "},{"insert":{"card-link":"Etali, Primal Conqueror // Etali, Primal Sickness"}},{"insert":". \n-- "},{"insert":{"card-link":"Random Encounter"}},{"insert":" - I think this card is very fun. Yes, it will sometimes completely miss. But, sometimes you will hit an "},{"insert":{"card-link":"Etali, Primal Conqueror // Etali, Primal Sickness"}},{"insert":", bounce it back to your hand, and recast it on a later turn for eight free spells. Etali, is the most potent example, but not the only one. There are many very powerful enter the battlefield effects in this deck which can be abused. Bouncing the creatures back to your hand might seem like a downside, but in some games it gives you things to do on later turns and is a real source of card advantage. The flashback, letting you cast it twice is really as well, it can represent drawing up to eight cards. It curves really nicely too. Casting Random Encounter for 6 mana one turn; then a seven mana spell the next turn, maybe one you picked up off the Random Encounter; lastly, flashing it back for 8 mana the following turn. It represents a lot of (or no!) value in one uncommon.\n--"},{"insert":{"card-link":"Improvisation Capstone"}},{"insert":" - This is a new add I see predict being comparable in power to "},{"insert":{"card-link":"Wondrous Crucible"}},{"insert":". It 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. A random free spell at the start of every turn just seems strong as the accumulate.\n-- "},{"insert":{"card-link":"Call Forth the Tempest"}},{"insert":" - 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 three-drops in the deck it will still deal 6 damage to everything, but the average CMC of this deck is 5.74 you are much more likely to deal 11+ to everything. I have even burned opponents to death with this card.\n-- "},{"insert":{"card-link":"Insurrection"}},{"insert":" - You never like this card in your opening hand, but drawing it late is great. Insurrection has and will steal win for you. It makes all your creatures unblockable and gives you the extra power you may need to close out the game. An opponent can end their turn, shields up, poised to win on their upkeep, but with Insurrection in hand you know they will never get there.\n-- "},{"insert":{"card-link":"Last March of the Ents"}},{"insert":" - 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 "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" 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-- "},{"insert":{"card-link":"Reshape the Earth"}},{"insert":" - I am trying this card and haven't had enough chances to play it to make a proper assessment. It might not end up working very well, but 10 lands is crazy. "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" means this will nearly always add 20 power and toughness to the board, which for 9 mana is not bad. It can also grabs good utility lands like "},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":" or "},{"insert":{"card-link":"Gruul Turf"}},{"insert":" + "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" (to return Boseiju to land for later channeling). At the minimum, adding 10 mana to your board will almost always allow you to double or triple spell the next turn. The biggest downside is the mana cost. It's a little to chunky to cascade into and many of the cards the cheat casting spells won't hit sorceries. We will see if casting it for an honest 9-mana feels good or not.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Four-Mana Ramp Spells"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are many 4-cmc ramp spells. This is why I picked these 11.\n-- "},{"insert":{"card-link":"Map the Frontier"}},{"insert":" - Fetches "},{"insert":{"card-link":"Arid Archway"}},{"insert":". \n-- "},{"insert":{"card-link":"Migration Path"}},{"insert":" - Cycles late game.\n-- "},{"insert":{"card-link":"New Generation's Technique"}},{"insert":" - New card, but I'm thinking late-game you could bounce a creature with a good ETB back to your hand like, "},{"insert":{"card-link":"Etali, Primal Conqueror // Etali, Primal Conqueror"}},{"insert":" or "},{"insert":{"card-link":"Bane of Progress"}},{"insert":".\n-- "},{"insert":{"card-link":"Open the Way"}},{"insert":" - Very flexible. Hitting two random lands on turn three is good. Getting four random lands later is great, you often get one or two utility lands. However, it's the only true cascade dud. I think the upside it enough. \n-- "},{"insert":{"card-link":"Planar Engineering"}},{"insert":" - I am cutting "},{"insert":{"card-link":"Hunting Wilds"}},{"insert":" for this. I don't think the kicker on hunting wilds could ever matter in a million games. To my mind Planar Engineering is really good with "},{"insert":{"card-link":"Moraug, Fury of Akoum"}},{"insert":", "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":", "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":", and maybe a few other cards. I think that is enough better.\n-- "},{"insert":{"card-link":"Ranger's Path"}},{"insert":" - You can get "},{"insert":{"card-link":"Sheltered Thicket"}},{"insert":", "},{"insert":{"card-link":"Stomping Ground"}},{"insert":", or "},{"insert":{"card-link":"Commercial District"}},{"insert":".\n--"},{"insert":{"card-link":"Skyshroud Claim"}},{"insert":" - You can get "},{"insert":{"card-link":"Sheltered Thicket"}},{"insert":", "},{"insert":{"card-link":"Stomping Ground"}},{"insert":", or "},{"insert":{"card-link":"Commercial District"}},{"insert":" , uptapped! 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-- "},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":" - I find that one person always searches with you. You can always try to tempt the person who picks last: it could just you and them. \"go get your "},{"insert":{"card-link":"Cabal Coffers"}},{"insert":", "},{"insert":{"card-link":"Academy Ruins"}},{"insert":", etc.\" Then tutor up broken like "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" and "},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":". \n-- "},{"insert":{"card-link":"Vastwood Surge"}},{"insert":" - I've been desperate enough from action to kick this once.\n-- "},{"insert":{"card-link":"Invasion of Zendikar // Awakened Skyclave"}},{"insert":" - Only in here for delirium for "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":". I doubt flipping it is ever better than just hitting face.\n-- "},{"insert":{"card-link":"Encroaching Dragonstorm"}},{"insert":" - Bouncing and replaying then when you play a dragon is cute, but not often meaningful. Mostly here for delirium for "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":". \n-- "},{"insert":{"card-link":"War Room"}},{"insert":" - Just some sneaky card draw. I am running this because I own the card, otherwise I might run "},{"insert":{"card-link":"Bonders' Enclave"}},{"insert":". \n\nLands"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"Basics and Fetches"},{"insert":"\n-- "},{"attributes":{"bold":true},"insert":"10x "},{"attributes":{"bold":true},"insert":{"card-link":"Forest"}},{"attributes":{"bold":true},"insert":" and 3x "},{"attributes":{"bold":true},"insert":{"card-link":"Mountain"}},{"insert":" - The deck runs a high amount of basics because getting triple red or green is trivial. Many of the four-mana ramp spells also only fetch basics so you need a good number. 10 forest was the number I landed on to maxamize the chances of having seven unique lands for "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" while still have ample basics to fetch. \n-- "},{"attributes":{"bold":true},"insert":"1x "},{"attributes":{"bold":true},"insert":{"card-link":"Snow-Covered Forest"}},{"attributes":{"bold":true},"insert":"and 1x"},{"attributes":{"bold":true},"insert":{"card-link":"Snow-Covered Mountain"}},{"insert":" - These are in here for "},{"insert":{"card-link":"Field of the Dead"}},{"insert":". They can be fetched by cards that can only get basic lands and for that reason should be tutored out before any other basic land.\n-- "},{"attributes":{"bold":true},"insert":"7x Fetch Lands ("},{"attributes":{"bold":true},"insert":{"card-link":"Arid Mesa"}},{"attributes":{"bold":true},"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Misty Rainforest"}},{"attributes":{"bold":true},"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Wooded Foothills"}},{"attributes":{"bold":true},"insert":", etc.)"},{"insert":" - This deck is running every red or green fetch. They give you a turn one \"play\" by fetching "},{"insert":{"card-link":"Commercial District"}},{"insert":". Fix your colors early, put themselves in the graveyard for cards like "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" or "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":", and can generate extra combats with "},{"insert":{"card-link":"Moraug, Fury of Akoum"}},{"insert":". The list of synergies they enable goes on-and-on. They are extremely versatile and enable all this for \"free.\"\n-- "},{"insert":{"card-link":"Prismatic Vista"}},{"insert":" - Nearly as good as the fetch lands. Get yourself a snow-covered land for "},{"insert":{"card-link":"Field of the Dead"}},{"insert":".\n\n"},{"attributes":{"underline":true},"insert":"Utility Lands"},{"insert":"\n-- "},{"insert":{"card-link":"Arena of Glory"}},{"insert":" - Give up to two creatures haste with very little downside.\n-- "},{"insert":{"card-link":"Arid Archway"}},{"insert":" - This land that draws a land and is fetch-able off of "},{"insert":{"card-link":"Map the Frontier"}},{"insert":". It can bounce back powerful lands to your hand, like "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":", so it can be used again. \n-- "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" - 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-- "},{"insert":{"card-link":"Castle Garenbrig"}},{"insert":" - Because the ramp in this deck is so rigid Castle Garenbrig acts very similarly to "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":", 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 "},{"insert":{"card-link":"Nyxbloom Ancient"}},{"insert":" you tap two lands and activate Castle Garenbrig's ability, floating two mana, generating 18 mana, and netting 17 mana.\n-- "},{"insert":{"card-link":"Commercial District"}},{"insert":" - Fetch-able mini "},{"insert":{"card-link":"Consider"}},{"insert":" . The only and best turn one play in the deck.\n-- "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" - It is very easy to get to six other uniquely named lands. It gums up your board and gives you disposable blockers so you swing out with all your big creatures. It makes casting four-mana ramp spells late in the game meaningful, is amazing with fetch lands, and many of the creatures like "},{"insert":{"card-link":"Ravenous Tyrannosaurus"}},{"insert":" or "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":".\n-- "},{"insert":{"card-link":"Gemstone Caverns"}},{"insert":" - The only card in the deck that can accelerate our game plan ahead by one turn, allowing you to cast "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" turn one and a four-mana ramp spell on turn two.\n"},{"insert":{"card-link":"Gruul Turf"}},{"insert":" - Similar to, but slightly worse than "},{"insert":{"card-link":"Arid Archway"}},{"insert":". It's a land a that \"draws\" a land. Sometimes it can bounce a powerful land to your hand, like "},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":".\n-- "},{"insert":{"card-link":"Kessig Wolf Run"}},{"insert":" - Very average utility land.\n-- "},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":" - Nearly guaranteed free spell at the cost of a being a tapped land.\n-- "},{"insert":{"card-link":"Sheltered Thicket"}},{"insert":" - Borderline, but being able to cycle it late game while being fetch-able is good enough.\n-- "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" - 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.\n-- "},{"insert":{"card-link":"Spinerock Knoll"}},{"insert":" - Not as reliable as "},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":", but you can sneak something into play pretty consistently when an opponent attacks anyone other than you, or of course, when you attack.\n-- "},{"insert":{"card-link":"Stomping Ground"}},{"insert":" - Untapped fetch-able land. Very good.\n\nNotable Exclusions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"-- "},{"insert":{"card-link":"Vorinclex, Voice of Hunger"}},{"insert":" 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 "},{"insert":{"card-link":"Zendikar Resurgent"}},{"insert":" for it.\n-- "},{"insert":{"card-link":"Fabled Passage"}},{"insert":" - As good as fetch lands are, hitting untapped lands your first three 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-- "},{"insert":{"card-link":"Ancient Copper Dragon"}},{"insert":" - 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-- "},{"insert":{"card-link":"Old Gnawbone"}},{"insert":" - I have never slotted this card in has mana is not usually what this deck struggles with. I would imagine it would be very strong and I wouldn't knock you for slotting it in your Ruby deck. I think the treasures coming in post combat is the biggest draw back of this card. \n-- "},{"insert":{"card-link":"Ancient Bronze Dragon"}},{"insert":" - Everything I dislike about "},{"insert":{"card-link":"Ancient Copper Dragon"}},{"insert":" I dislike about this dragon as well. The consistency "},{"insert":{"card-link":"Railway Brawler"}},{"insert":" 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-- "},{"insert":{"card-link":"Chrome Mox"}},{"insert":" - I said that I wanted this deck to have a max of three game changers. I picked "},{"insert":{"card-link":"Natural Order"}},{"insert":", "},{"insert":{"card-link":"Jeska's Will"}},{"insert":", and "},{"insert":{"card-link":"Field of the Dead"}},{"insert":". As good as "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" 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 "},{"insert":{"card-link":"Gemstone Caverns"}},{"insert":". 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 "},{"insert":{"card-link":"The One Ring"}},{"insert":", and lastly "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":".\n-- "},{"insert":{"card-link":"Sol Ring"}},{"insert":" - Feels bad to cascade into and the ramp plan doesn't benefit much from an early Sol Ring.\n-- "},{"insert":{"card-link":"The Great Henge"}},{"insert":" - Everyone says this card is very good and it is very good when you can squeeze it into play. However, I find that is 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. It usually feels better to just cast the other seven or eight drop in your hand and wait to squeeze in the Henge and hopefully get value later. But, sometimes it slots in like butter and draws five cards and you wouldn't trade it for the world. \n\nNotes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There are no cards like "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":" in this deck because the idea is anything you play after a wrath is going to be more impactful than anything your opponents are doing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"In general when casting "},{"insert":{"card-link":"Natural Order"}},{"insert":", early in the game, around turn 3, "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" or "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":" are some of the better targets, depending on the creature-to-land ratio of your hand. Generally. after those two, the second best target is "},{"insert":{"card-link":"Vaultborn Tyrant"}},{"insert":". The third best target is another tie between "},{"insert":{"card-link":"Surrak and Goreclaw"}},{"insert":" and "},{"insert":{"card-link":"Zopandrel, Hunger Dominus"}},{"insert":". With creatures in hand, pick "},{"insert":{"card-link":"Surrak and Goreclaw"}},{"insert":"; with creatures in play, pick "},{"insert":{"card-link":"Zopandrel, Hunger Dominus"}},{"insert":". Honorable mentions to "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" and "},{"insert":{"card-link":"Klauth, Unrivaled Ancient"}},{"insert":" because sometimes they will just win the game. Of course don't listen to me and do what the situation demands! "},{"attributes":{"list":"bullet"},"insert":"\n"}]}
Commander
Commander
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Beef
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

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

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

Beef
(CTRL to add secondary)
Big Ramp
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

Big Ramp
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Burn
Burn
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Card Advantage
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

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


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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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
Haste
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Keywords
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

Keywords
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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 4cmc
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


Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery

Ramp 4cmc
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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

Ravenous Tyrannosaurus
Devour 3 (As this creature enters, you may sacrifice any number of creatures. It enters with three times that many +1/+1 counters on it.)
Whenever this creature attacks, it deals damage equal to its power to up to one other target creature. Excess damage is dealt to that creature's controller instead.
Whenever this creature attacks, it deals damage equal to its power to up to one other target creature. Excess damage is dealt to that creature's controller instead.
Creature - Dinosaur

Sarkhan's Unsealing
Whenever you cast a creature spell with power 4, 5, or 6, this enchantment deals 4 damage to any target.
Whenever you cast a creature spell with power 7 or greater, this enchantment deals 4 damage to each opponent and each creature and planeswalker they control.
Whenever you cast a creature spell with power 7 or greater, this enchantment deals 4 damage to each opponent and each creature and planeswalker they control.
Enchantment

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

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

Ojer Kaslem, Deepest Growth
Trample
Whenever Ojer Kaslem deals combat damage to a player, reveal that many cards from the top of your library. You may put a creature card and/or a land card from among them onto the battlefield. Put the rest on the bottom in a random order.
When Ojer Kaslem dies, return it to the battlefield tapped and transformed under its owner's control.
Whenever Ojer Kaslem deals combat damage to a player, reveal that many cards from the top of your library. You may put a creature card and/or a land card from among them onto the battlefield. Put the rest on the bottom in a random order.
When Ojer Kaslem dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - God


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

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

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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Trample
Trample
(CTRL to add secondary)
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

Wrath
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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 and consistent "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" deck possible with a three game changer cap. 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 card quality in this deck.\n\nIf you don't go with expensive printings this deck is ~$1,000 as off 4/26/2026.\n\nThe Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn 0:"},{"insert":" Mulligan to a 4-cmc ramp spell and some lands.\n"},{"attributes":{"bold":true},"insert":"Turn 1"},{"insert":": Play a land.\n"},{"attributes":{"bold":true},"insert":"Turn 2"},{"insert":": Play a land and cast "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Turn 3"},{"insert":": Play a land and cast a four-mana ramp spell (e.g., "},{"attributes":{"italic":true},"insert":{"card-link":"Vastwood Surge"}},{"insert":", "},{"insert":{"card-link":"Open the Way"}},{"insert":" , etc.).\n"},{"attributes":{"bold":true},"insert":"Turn 4:"},{"insert":" Play a land and cast a seven-mana spell.\n\nCards Explanations & Design Philosophy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nCreatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"-- "},{"insert":{"card-link":"Questing Beast"}},{"insert":" - This, text-heavy card only has one line that matters, \"combat damage ... can't be prevented.\" If you play against fogs like "},{"insert":{"card-link":"The One Ring"}},{"insert":", "},{"insert":{"card-link":"Glacial Chasm"}},{"insert":", or "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":", it's indispensable.\n-- "},{"insert":{"card-link":"Dragonhawk, Fate's Tempest"}},{"insert":" - 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-- "},{"insert":{"card-link":"Karlach, Fury of Avernus"}},{"insert":" - 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-- "},{"insert":{"card-link":"Ojer Kaslem, Deepest Growth // Temple of Cultivation"}},{"insert":" - Replacement level card. I find it is too easy to block. Putting a random 2/2 in front of it makes its trigger 33% less potent. Still, cheating creatures into play is very good and sometimes Ojer Kaslem creates huge game changing turns.\n-- "},{"insert":{"card-link":"Purphoros, Bronze-Blooded"}},{"insert":" - 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-- "},{"insert":{"card-link":"Railway Brawler"}},{"insert":" - I pulled this card when the set came out and only just recently slotted it in over "},{"insert":{"card-link":"Ancient Bronze Dragon"}},{"insert":". 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 difficultly of forcing it through blocks. I am hoping Railway Brawler brings a similar, more consistent effect.\n-- "},{"insert":{"card-link":"Terror of the Peaks"}},{"insert":" - 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 "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" or "},{"insert":{"card-link":"Last March of the Ents"}},{"insert":".\n-- "},{"insert":{"card-link":"Urabrask the Hidden"}},{"insert":" - 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-- "},{"insert":{"card-link":"Xenagos, God of Revels"}},{"insert":" - 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-- "},{"insert":{"card-link":"Bane of Progress"}},{"insert":" - 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 has good! Even if none of your opponents are playing those types of decks this is almost always a 6 for 1. It will always remove some annoying permanents and leaves behind a massive body.\n-- "},{"insert":{"card-link":"Kogla, the Titan Ape"}},{"insert":" - 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. "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" 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-- "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" - 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 "},{"insert":{"card-link":"Wondrous Crucible"}},{"insert":" and "},{"insert":{"card-link":"Planar Engineering"}},{"insert":" 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-- "},{"insert":{"card-link":"Moraug, Fury of Akoum"}},{"insert":" - Plays well with Lumra! This card gives the 12, four-mana ramp spells in the deck more oomph and utility if you draw them in the late game. \n-- "},{"insert":{"card-link":"Overlord of the Boilerbilges"}},{"insert":" - This deck doesn't have lots of interaction, not that four damage is the most impactful interaction, but every bit helps. Overlord of the Boilerbilges really shines with haste, when four-damage becomes eight, an amount of damage I find to be much more potent. It also works nicely with extra combats. Not the strongest card in the deck, but plays nicely with many of the more powerful cards in the deck like "},{"insert":{"card-link":"Surrak and Goreclaw"}},{"insert":" or "},{"insert":{"card-link":"Moraug, Fury of Akoum"}},{"insert":". With MTG's current trajectory, I predict this card will be superseded by the end the end of the year.\n-- "},{"insert":{"card-link":"Ravenous Tyrannosaurus"}},{"insert":" - I am medium on this card because it has a very high ceiling but a very low floor. Every once in a while this comes in at a 27/27 and burns someone for twenty-something due to "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" or something. But, sometimes it's hard to find something you are willing to devour, Granted, you usually have "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" as fodder. Seems kind of like a win-more in this deck. \n-- "},{"insert":{"card-link":"Ruric Thar, the Unbowed"}},{"insert":" - Fun, powerful card that takes people by surprise. It punishes a lot of decks and acts as a removal check. If it nobody can remove Ruric Thar he heavily taxes players for playing or forces them to play optimally. \n-- "},{"insert":{"card-link":"Soul of the Harvest"}},{"insert":" - This card doesn't excite me, but the effect is good and the stats are decent.\n-- "},{"insert":{"card-link":"Surrak and Goreclaw"}},{"insert":" - One of the better support cards in the deck. I think it's generally the third best "},{"insert":{"card-link":"Natural Order"}},{"insert":" 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 setup for the next turn is good to. It's only really bad if your hand is dead.\n-- "},{"insert":{"card-link":"Vigor"}},{"insert":" - Good support/setup card. It makes it very punishing to block your creatures and scary to attack into you. It's tricky for the mill matchup to deal with too.\n-- "},{"insert":{"card-link":"Aurora Awakener"}},{"insert":" - This is another new add I wanted to try. Not sure if it's good enough yet. Almost always it will be a 3-for-1, which I think is solid value. The quality of the 3-for-1 I think might be too extreme, however. Hitting two lands will be very disappointing most of the time—this deck is loaded with the same effect for three last mana—but I suspect even hitting two lands is valuable. Spiking this off of an effect like sneak effect"},{"insert":{"card-link":"Doors of Durin"}},{"insert":" or "},{"insert":{"card-link":"Raph & Mikey, Troublemakers"}},{"insert":" is just so much potential value.\n-- "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":" - This is either the best or worst top-deck, there is no in between. For that reason it is tied with "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" for best "},{"insert":{"card-link":"Natural Order"}},{"insert":". If you have a lot of lands in hand get the Colossus, sneak them into play and draw a new, presumably, actionable hand.\n-- "},{"insert":{"card-link":"Etali, Primal Conqueror // Etali, Primal Sickness"}},{"insert":" - 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-- "},{"insert":{"card-link":"Klauth, Unrivaled Ancient"}},{"insert":" - 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-- "},{"insert":{"card-link":"Nyxbloom Ancient"}},{"insert":" - 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-- "},{"insert":{"card-link":"Omnath, Locus of Rage"}},{"insert":" - Similar to "},{"insert":{"card-link":"Moraug, Fury of Akoum"}},{"insert":". Gives the 12, four-mana ramp spells in the deck more oomph and utility if you draw them in the late game. \n-- "},{"insert":{"card-link":"Raph & Mikey, Troublemakers"}},{"insert":" - This card is new, but I think 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 any creature with no restriction. So much better than "},{"insert":{"card-link":"Ojer Kaslem, Deepest Growth // Temple of Cultivation"}},{"insert":" .\n-- "},{"insert":{"card-link":"Tyrant's Familiar"}},{"insert":" - Because "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" is never a target for removal Tyrant's Familiar immediately threatens to remove any one problematic creature. I am surprised by how often this creature gets removed. Not the most exciting card, but fills a role really well.\n-- "},{"insert":{"card-link":"Vaultborn Tyrant"}},{"insert":" - 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 be 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 "},{"insert":{"card-link":"Natural Order"}},{"insert":" target (after a tie between "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" and "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":") and "},{"attributes":{"bold":true},"insert":"one"},{"insert":" of the best things to see in a series of "},{"insert":{"card-link":"Apex Devastator"}},{"insert":" or "},{"insert":{"card-link":"Monstrous Vortex"}},{"insert":" flips.\n-- "},{"insert":{"card-link":"Zopandrel, Hunger Dominus"}},{"insert":" - I think of Zopandrel as the defensive equal to "},{"insert":{"card-link":"Surrak and Goreclaw"}},{"insert":". 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 meaningful attack 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-- "},{"insert":{"card-link":"Cityscape Leveler"}},{"insert":" -One of the only ways to remove creatures in this deck. Unbelievable with haste.\n-- "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" - Does the thing of pushing through damage and gummed up boards.\n-- "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" - "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" just lets cheat out your hand early and easy. That's why it's tied for my favorite "},{"insert":{"card-link":"Natural Order"}},{"insert":" target, along with with "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":". Often a dead card late, but always a good attacking body.\n-- "},{"insert":{"card-link":"Terastodon"}},{"insert":" - I don't know if the value that good on Terastodon. Good, hard-removal is scarce in these colors and noncreature is a hard, but tolerable downside. I think "},{"insert":{"card-link":"Titan of Industry"}},{"insert":" might be comparable, but Terastodon hitting lands makes it more powerful. Titan of Industry's other three modes don't seem as impactful.\n-- "},{"insert":{"card-link":"Apex Devastator"}},{"insert":" - I think the best card to cast in this deck. Getting four random things is usually backbreaking. We're never hitting "},{"insert":{"card-link":"Sol Ring"}},{"insert":". \n\nNon-Creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"--"},{"insert":{"card-link":"Minsc & Boo, Timeless Heroes"}},{"insert":" - Minsc and Boo is so good. It makes massive creatures and eventually draws a bunch of cards. It can also throw "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" 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-- "},{"insert":{"card-link":"Ugin, the Spirit Dragon"}},{"insert":" - In for the the -X effect which functions close to a one-sided wrath. -4 will never hit anything on your board, except maybe some tokens, and -5 will almost never hit anything you'd be devastated to loose. I found creatures with indestructible are nearly impossible to deal with and Ugin provides a chance against them. The +2 is fine. And though I have never done the Ugin ultimate, I imagine it is quite good.\n-- "},{"insert":{"card-link":"Doors of Durin"}},{"insert":" - A nice \"glue card.\" The sneak effect is probably one of the worst in the deck, do to not being guaranteed, but the scry 2 is good card advantage and it fills its role well. \n-- "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" - The effect is ridiculously good, but it is held back significantly by being a noncreature. Never the less, it can lock players out interacting with you and make your creatures nearly unblockable.\n-- "},{"insert":{"card-link":"Wondrous Crucible"}},{"insert":" - 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 "},{"insert":{"card-link":"Chimil, the Inner Sun"}},{"insert":" which mostly hits ramp spells and offers less meaning protection, it's not even close.\n-- "},{"insert":{"card-link":"Monstrous Vortex"}},{"insert":" - 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 "},{"insert":{"card-link":"Vaultborn Tyrant"}},{"insert":" and hit another creature, and then another creature, and watching the chain grow. All but four 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-- "},{"insert":{"card-link":"Greater Good"}},{"insert":" - This card is just so strong. Sometimes you have a very large "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":"; or, "},{"insert":{"card-link":"Railway Brawler"}},{"insert":" has made your "},{"insert":{"card-link":"Cityscape Leveler"}},{"insert":" a 16/16. Even sacrificing a seven-power creature can get you back in games. Trading bodies for cards just allows the deck to to keep humming. And when it is in play it makes opponent's removal spells so much less painful.\n-- "},{"insert":{"card-link":"Zendikar Resurgent"}},{"insert":"- I know Zendikar Resurgent is widely considered to be a win-more card. If you can play this early, let's say turn four, and you untap with it, that's 14-16 mana. You can play two random seven drops, say "},{"insert":{"card-link":"Vaultborn Tyrant"}},{"insert":" and "},{"insert":{"card-link":"Vigor"}},{"insert":", while drawing two cards, refueling for next turn..Or, you can cast a very quick "},{"insert":{"card-link":"Apex Devastator"}},{"insert":" and still have the mana to cast a "},{"insert":{"card-link":"Kogla, the Titan Ape"}},{"insert":" or something. If you can Both effects on this card are very good and it curves out nicely. This logic stays true through much of the game. It only a dead card when you have nothing in your hand, but because it makes almost 40% of the deck cantrip, so one draw can start chain-drawing you back into the game. After all that praise, it is held back by not being a creature. If it didn't also draw you cards, which this deck really needs, it wouldn't be good enough. That is why I think it is still better than "},{"insert":{"card-link":"Groundchuck & Dirtbag"}},{"insert":". However, if you wanted to cut it for something like "},{"insert":{"card-link":"Guardian Project"}},{"insert":" I think that would be very reasonable.\n-- "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" - I don't need to tell you this card is good. It's a broken card! Seeing 3 cards and getting ~6 mana is ridiculous. It often boils down to a three-mana spell that draws you a spell and a land and lets you free cast something. For three mana! And, because "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" is not a scary commander she sticks around guaranteeing you get both modes.\n-- "},{"insert":{"card-link":"Natural Order"}},{"insert":" - While not as broken as "},{"insert":{"card-link":"Jeska's Will"}},{"insert":", Natural Order still has the sauce at all points during the game. It's especially potent turn 3 when you can sacrifice a willing "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" to get pretty much any creature. On turn three I would say I almost always get "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" or "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":". But later in the game getting an enabling creature like "},{"insert":{"card-link":"Surrak and Goreclaw"}},{"insert":", "},{"insert":{"card-link":"Zopandrel, Hunger Dominus"}},{"insert":", or "},{"insert":{"card-link":"Vigor"}},{"insert":" 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 "},{"insert":{"card-link":"Etali, Primal Conqueror // Etali, Primal Sickness"}},{"insert":". \n-- "},{"insert":{"card-link":"Random Encounter"}},{"insert":" - I think this card is very fun. Yes, it will sometimes completely miss. But, sometimes you will hit an "},{"insert":{"card-link":"Etali, Primal Conqueror // Etali, Primal Sickness"}},{"insert":", bounce it back to your hand, and recast it on a later turn for eight free spells. Etali, is the most potent example, but not the only one. There are many very powerful enter the battlefield effects in this deck which can be abused. Bouncing the creatures back to your hand might seem like a downside, but in some games it gives you things to do on later turns and is a real source of card advantage. The flashback, letting you cast it twice is really as well, it can represent drawing up to eight cards. It curves really nicely too. Casting Random Encounter for 6 mana one turn; then a seven mana spell the next turn, maybe one you picked up off the Random Encounter; lastly, flashing it back for 8 mana the following turn. It represents a lot of (or no!) value in one uncommon.\n--"},{"insert":{"card-link":"Improvisation Capstone"}},{"insert":" - This is a new add I see predict being comparable in power to "},{"insert":{"card-link":"Wondrous Crucible"}},{"insert":". It 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. A random free spell at the start of every turn just seems strong as the accumulate.\n-- "},{"insert":{"card-link":"Call Forth the Tempest"}},{"insert":" - 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 three-drops in the deck it will still deal 6 damage to everything, but the average CMC of this deck is 5.74 you are much more likely to deal 11+ to everything. I have even burned opponents to death with this card.\n-- "},{"insert":{"card-link":"Insurrection"}},{"insert":" - You never like this card in your opening hand, but drawing it late is great. Insurrection has and will steal win for you. It makes all your creatures unblockable and gives you the extra power you may need to close out the game. An opponent can end their turn, shields up, poised to win on their upkeep, but with Insurrection in hand you know they will never get there.\n-- "},{"insert":{"card-link":"Last March of the Ents"}},{"insert":" - 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 "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" 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-- "},{"insert":{"card-link":"Reshape the Earth"}},{"insert":" - I am trying this card and haven't had enough chances to play it to make a proper assessment. It might not end up working very well, but 10 lands is crazy. "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" means this will nearly always add 20 power and toughness to the board, which for 9 mana is not bad. It can also grabs good utility lands like "},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":" or "},{"insert":{"card-link":"Gruul Turf"}},{"insert":" + "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" (to return Boseiju to land for later channeling). At the minimum, adding 10 mana to your board will almost always allow you to double or triple spell the next turn. The biggest downside is the mana cost. It's a little to chunky to cascade into and many of the cards the cheat casting spells won't hit sorceries. We will see if casting it for an honest 9-mana feels good or not.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Four-Mana Ramp Spells"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are many 4-cmc ramp spells. This is why I picked these 11.\n-- "},{"insert":{"card-link":"Map the Frontier"}},{"insert":" - Fetches "},{"insert":{"card-link":"Arid Archway"}},{"insert":". \n-- "},{"insert":{"card-link":"Migration Path"}},{"insert":" - Cycles late game.\n-- "},{"insert":{"card-link":"New Generation's Technique"}},{"insert":" - New card, but I'm thinking late-game you could bounce a creature with a good ETB back to your hand like, "},{"insert":{"card-link":"Etali, Primal Conqueror // Etali, Primal Conqueror"}},{"insert":" or "},{"insert":{"card-link":"Bane of Progress"}},{"insert":".\n-- "},{"insert":{"card-link":"Open the Way"}},{"insert":" - Very flexible. Hitting two random lands on turn three is good. Getting four random lands later is great, you often get one or two utility lands. However, it's the only true cascade dud. I think the upside it enough. \n-- "},{"insert":{"card-link":"Planar Engineering"}},{"insert":" - I am cutting "},{"insert":{"card-link":"Hunting Wilds"}},{"insert":" for this. I don't think the kicker on hunting wilds could ever matter in a million games. To my mind Planar Engineering is really good with "},{"insert":{"card-link":"Moraug, Fury of Akoum"}},{"insert":", "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":", "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":", and maybe a few other cards. I think that is enough better.\n-- "},{"insert":{"card-link":"Ranger's Path"}},{"insert":" - You can get "},{"insert":{"card-link":"Sheltered Thicket"}},{"insert":", "},{"insert":{"card-link":"Stomping Ground"}},{"insert":", or "},{"insert":{"card-link":"Commercial District"}},{"insert":".\n--"},{"insert":{"card-link":"Skyshroud Claim"}},{"insert":" - You can get "},{"insert":{"card-link":"Sheltered Thicket"}},{"insert":", "},{"insert":{"card-link":"Stomping Ground"}},{"insert":", or "},{"insert":{"card-link":"Commercial District"}},{"insert":" , uptapped! 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-- "},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":" - I find that one person always searches with you. You can always try to tempt the person who picks last: it could just you and them. \"go get your "},{"insert":{"card-link":"Cabal Coffers"}},{"insert":", "},{"insert":{"card-link":"Academy Ruins"}},{"insert":", etc.\" Then tutor up broken like "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" and "},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":". \n-- "},{"insert":{"card-link":"Vastwood Surge"}},{"insert":" - I've been desperate enough from action to kick this once.\n-- "},{"insert":{"card-link":"Invasion of Zendikar // Awakened Skyclave"}},{"insert":" - Only in here for delirium for "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":". I doubt flipping it is ever better than just hitting face.\n-- "},{"insert":{"card-link":"Encroaching Dragonstorm"}},{"insert":" - Bouncing and replaying then when you play a dragon is cute, but not often meaningful. Mostly here for delirium for "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":". \n-- "},{"insert":{"card-link":"War Room"}},{"insert":" - Just some sneaky card draw. I am running this because I own the card, otherwise I might run "},{"insert":{"card-link":"Bonders' Enclave"}},{"insert":". \n\nLands"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"Basics and Fetches"},{"insert":"\n-- "},{"attributes":{"bold":true},"insert":"10x "},{"attributes":{"bold":true},"insert":{"card-link":"Forest"}},{"attributes":{"bold":true},"insert":" and 3x "},{"attributes":{"bold":true},"insert":{"card-link":"Mountain"}},{"insert":" - The deck runs a high amount of basics because getting triple red or green is trivial. Many of the four-mana ramp spells also only fetch basics so you need a good number. 10 forest was the number I landed on to maxamize the chances of having seven unique lands for "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" while still have ample basics to fetch. \n-- "},{"attributes":{"bold":true},"insert":"1x "},{"attributes":{"bold":true},"insert":{"card-link":"Snow-Covered Forest"}},{"attributes":{"bold":true},"insert":"and 1x"},{"attributes":{"bold":true},"insert":{"card-link":"Snow-Covered Mountain"}},{"insert":" - These are in here for "},{"insert":{"card-link":"Field of the Dead"}},{"insert":". They can be fetched by cards that can only get basic lands and for that reason should be tutored out before any other basic land.\n-- "},{"attributes":{"bold":true},"insert":"7x Fetch Lands ("},{"attributes":{"bold":true},"insert":{"card-link":"Arid Mesa"}},{"attributes":{"bold":true},"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Misty Rainforest"}},{"attributes":{"bold":true},"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Wooded Foothills"}},{"attributes":{"bold":true},"insert":", etc.)"},{"insert":" - This deck is running every red or green fetch. They give you a turn one \"play\" by fetching "},{"insert":{"card-link":"Commercial District"}},{"insert":". Fix your colors early, put themselves in the graveyard for cards like "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" or "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":", and can generate extra combats with "},{"insert":{"card-link":"Moraug, Fury of Akoum"}},{"insert":". The list of synergies they enable goes on-and-on. They are extremely versatile and enable all this for \"free.\"\n-- "},{"insert":{"card-link":"Prismatic Vista"}},{"insert":" - Nearly as good as the fetch lands. Get yourself a snow-covered land for "},{"insert":{"card-link":"Field of the Dead"}},{"insert":".\n\n"},{"attributes":{"underline":true},"insert":"Utility Lands"},{"insert":"\n-- "},{"insert":{"card-link":"Arena of Glory"}},{"insert":" - Give up to two creatures haste with very little downside.\n-- "},{"insert":{"card-link":"Arid Archway"}},{"insert":" - This land that draws a land and is fetch-able off of "},{"insert":{"card-link":"Map the Frontier"}},{"insert":". It can bounce back powerful lands to your hand, like "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":", so it can be used again. \n-- "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" - 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-- "},{"insert":{"card-link":"Castle Garenbrig"}},{"insert":" - Because the ramp in this deck is so rigid Castle Garenbrig acts very similarly to "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":", 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 "},{"insert":{"card-link":"Nyxbloom Ancient"}},{"insert":" you tap two lands and activate Castle Garenbrig's ability, floating two mana, generating 18 mana, and netting 17 mana.\n-- "},{"insert":{"card-link":"Commercial District"}},{"insert":" - Fetch-able mini "},{"insert":{"card-link":"Consider"}},{"insert":" . The only and best turn one play in the deck.\n-- "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" - It is very easy to get to six other uniquely named lands. It gums up your board and gives you disposable blockers so you swing out with all your big creatures. It makes casting four-mana ramp spells late in the game meaningful, is amazing with fetch lands, and many of the creatures like "},{"insert":{"card-link":"Ravenous Tyrannosaurus"}},{"insert":" or "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":".\n-- "},{"insert":{"card-link":"Gemstone Caverns"}},{"insert":" - The only card in the deck that can accelerate our game plan ahead by one turn, allowing you to cast "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" turn one and a four-mana ramp spell on turn two.\n"},{"insert":{"card-link":"Gruul Turf"}},{"insert":" - Similar to, but slightly worse than "},{"insert":{"card-link":"Arid Archway"}},{"insert":". It's a land a that \"draws\" a land. Sometimes it can bounce a powerful land to your hand, like "},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":".\n-- "},{"insert":{"card-link":"Kessig Wolf Run"}},{"insert":" - Very average utility land.\n-- "},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":" - Nearly guaranteed free spell at the cost of a being a tapped land.\n-- "},{"insert":{"card-link":"Sheltered Thicket"}},{"insert":" - Borderline, but being able to cycle it late game while being fetch-able is good enough.\n-- "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" - 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.\n-- "},{"insert":{"card-link":"Spinerock Knoll"}},{"insert":" - Not as reliable as "},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":", but you can sneak something into play pretty consistently when an opponent attacks anyone other than you, or of course, when you attack.\n-- "},{"insert":{"card-link":"Stomping Ground"}},{"insert":" - Untapped fetch-able land. Very good.\n\nNotable Exclusions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"-- "},{"insert":{"card-link":"Vorinclex, Voice of Hunger"}},{"insert":" 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 "},{"insert":{"card-link":"Zendikar Resurgent"}},{"insert":" for it.\n-- "},{"insert":{"card-link":"Fabled Passage"}},{"insert":" - As good as fetch lands are, hitting untapped lands your first three 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-- "},{"insert":{"card-link":"Ancient Copper Dragon"}},{"insert":" - 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-- "},{"insert":{"card-link":"Old Gnawbone"}},{"insert":" - I have never slotted this card in has mana is not usually what this deck struggles with. I would imagine it would be very strong and I wouldn't knock you for slotting it in your Ruby deck. I think the treasures coming in post combat is the biggest draw back of this card. \n-- "},{"insert":{"card-link":"Ancient Bronze Dragon"}},{"insert":" - Everything I dislike about "},{"insert":{"card-link":"Ancient Copper Dragon"}},{"insert":" I dislike about this dragon as well. The consistency "},{"insert":{"card-link":"Railway Brawler"}},{"insert":" 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-- "},{"insert":{"card-link":"Chrome Mox"}},{"insert":" - I said that I wanted this deck to have a max of three game changers. I picked "},{"insert":{"card-link":"Natural Order"}},{"insert":", "},{"insert":{"card-link":"Jeska's Will"}},{"insert":", and "},{"insert":{"card-link":"Field of the Dead"}},{"insert":". As good as "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" 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 "},{"insert":{"card-link":"Gemstone Caverns"}},{"insert":". 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 "},{"insert":{"card-link":"The One Ring"}},{"insert":", and lastly "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":".\n-- "},{"insert":{"card-link":"Sol Ring"}},{"insert":" - Feels bad to cascade into and the ramp plan doesn't benefit much from an early Sol Ring.\n-- "},{"insert":{"card-link":"The Great Henge"}},{"insert":" - Everyone says this card is very good and it is very good when you can squeeze it into play. However, I find that is 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. It usually feels better to just cast the other seven or eight drop in your hand and wait to squeeze in the Henge and hopefully get value later. But, sometimes it slots in like butter and draws five cards and you wouldn't trade it for the world. \n\nNotes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There are no cards like "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":" in this deck because the idea is anything you play after a wrath is going to be more impactful than anything your opponents are doing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"In general when casting "},{"insert":{"card-link":"Natural Order"}},{"insert":", early in the game, around turn 3, "},{"insert":{"card-link":"Ghalta, Stampede Tyrant"}},{"insert":" or "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":" are some of the better targets, depending on the creature-to-land ratio of your hand. Generally. after those two, the second best target is "},{"insert":{"card-link":"Vaultborn Tyrant"}},{"insert":". The third best target is another tie between "},{"insert":{"card-link":"Surrak and Goreclaw"}},{"insert":" and "},{"insert":{"card-link":"Zopandrel, Hunger Dominus"}},{"insert":". With creatures in hand, pick "},{"insert":{"card-link":"Surrak and Goreclaw"}},{"insert":"; with creatures in play, pick "},{"insert":{"card-link":"Zopandrel, Hunger Dominus"}},{"insert":". Honorable mentions to "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" and "},{"insert":{"card-link":"Klauth, Unrivaled Ancient"}},{"insert":" because sometimes they will just win the game. Of course don't listen to me and do what the situation demands! "},{"attributes":{"list":"bullet"},"insert":"\n"}]}


































































