videodane
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Commander
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{"ops":[{"insert":"This is my attempt to make the most powerful and consistent Ruby, Daring Tracker 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\n"},{"attributes":{"bold":true},"insert":"The Plan"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Turn 0: Mulligan to a 4-cmc ramp spell and some lands."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn 1: Play a land."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn 2: Play a land and cast Ruby, Daring Tracker."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn 3: Play a land and cast a four-mana ramp spell (e.g., Vastwood Surge, Explosive Vegetation , etc.)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn 4: Play a land and cast a seven-mana spell."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"link":"https://www.youtube.com/watch?v=ceILMLrNCGw"},"insert":"Inspiration"},{"insert":".\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cards Explanations & Design Philosophy"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Creatures"},{"insert":"\n\n-- Anzrag, the Quake-Mole - Anzrag is usually just a free 8 damage a turn until the engine runs out of gas. Then, for seven mana, he can give you a small top-up. In this way Anzrag is similar to the \"flip\" Vorinclex. You can do a goofy combo with Anzrag and Vigor: with both in play, Anzrag won't die to damage from blockers. You can take it even further with either Old Gnawbone or Klauth, Unrivaled Ancient, which generate the mana to let you keep activating your increasingly large Anzrag, generating infinite combats. I cut Craterhoof Behemoth for Anzrag. The Hoof often came at inopportune times and felt like a bad draw or cascade. This deck really doesn't need Craterhoof to win, and Anzrag offers a similar payoff while being slightly more flexible and viable early. It's also exceptional with Monstrous Vortex.\n\n-- Hulking Raptor - See the ramp section.\n\n-- Primeval Herald - See the ramp section.\n\n-- Cavalier of Flame\n\n-- Defiler of Vigor - The mana reduction of Defiler of Vigor allows you to start double-spelling a lot sooner. The triple-pip six drop and double-pip seven drop go from needing 13 mana to eight. True, your hand doesn't always work out that way, but the ramp is consistent enough. The anthem also slowly stacks up over time and makes it still a valuable permanent to have in play during those games when you have a lot of mana already.\n\n-- Dragonhawk, Fate's Tempest - One of the best creatures in the deck. The floor is high, a 5/5 flyer that \"cantrips\" and the ceiling is winning the game on your end step. If you have an average board with four creatures in play and cast Dragonhawk, you exile five cards, potentially pinging your opponents for 10 each. That's 25% of the total life gone in one go. \n\n-- Karlach, Fury of Avernus - Two combats are better than one. Karlach is better than most extra combat spells because after your creatures attack they probably have some damaged marked on them. Gaining first strike for the second attack makes them much harder to block down and kill on the second combat. Of course, if your opponents are good, they will just block them down in the first swing. Great value at five mana.\n\n-- Ohran Frostfang - This is kind of a one-two punch. Half the creatures in the deck have trample and even more permanents grant trample. Deathtouch and trample is nearly the same thing as unblockable. Then you draw cards after; second punch. Yes, you have to have creatures on board, but the Frostfang is excellent and keeping the engine running.\n\n-- Purphoros, Bronze-Blooded - Mostly in here for haste, but the sneak attack has utility too. Unfortunately, this deck does not consistently have enough red devotion for Purphoros to be a creature, but when he can attack, he is a great attacker. \n\n-- Railway Brawler - I pulled this card when the set came out and only just recently slotted it in over Ancient Bronze Dragon. The Bronze Dragon suffers from extreme variance—something this deck doesn't shy away from—but the floor doesn't justify the ceiling. Especially, due to the difficultly of forcing it through blocks. I am hoping Railway Brawler brings a similar, more consistent effect.\n\n-- Terror of the Peaks - Terror makes all the best parts of this deck even better. When you are casting 6+ mana creatures, and often cheating them into play, the damage adds up very, quickly. It can win games on the spot with cards that cheat multiple creatures into play such as Ghalta, Stampede Tyrant or Last March of the Ents.\n\n-- Urabrask the Hidden - Giving your creatures haste is a big game in this deck. Breaking the color pie and having your opponent's creatures enter tapped pushes this card even further. This is often comparable to making your creatures unblockable, with the upside of forcing your opponents into making bad chump blocks.\n\n-- Vorinclex // The Grand Evolution - This card is really all about the first chapter of The Grand Evolution. Vorinclex himself has very nice stats for a 5 CMC creature and then guarantees you land drops to get to eight mana to flip him into the saga. I find Vorinclex often curves nicely and gives you a ton of gas and resources for only one card. I have gone way up on tutoring lands to hand. This deck pulls so many lands out of the deck and this is, at its floor, a nice way to ensure you will continue to make land drops.\n\n-- Xenagos, God of Revels - Incredible, one of the best support cards in the deck. The devotion is easy to achieve. The indestructible means Xenagos stays around and can attack or block for days. Doubling a large trampling-body every turn is powerful and the haste is always relevant.\n\n-- Bane of Progress - When you are casting big mana spells you want those spells to be game winning. Bane of Progress doesn't so much win you the game as it causes that one opponent playing an enchantress or artifact deck to lose the game on the spot. Almost has good! Even if none of your opponents are playing those decks this is almost always a 6 for 1. It will always remove some annoying permanents and leaves behind a massive body.\n\n-- Disciple of Freyalise - \n\n-- Etali, Primal Storm - I resisted slotting in Etali, Primal Storm, but eventually cut Hideous Taskmaster for it. Both steal something on attack, but Taskmaster costs one more mana and had to be cast. On a lucky day, Etali will be devastating, game-winning, and exceptional. On other days it will be a 6/6 with no keywords that gets chump blocked a couple of times. That's why I was hesitant to put it in: the new \"flip\" Etali is much more consistent and powerful. But the older Etali certainly still has legs.\n\n-- Groundchuck & Dirtbag - I wish the art on this card weren't so ugly, because the card is good! For six mana, the 8/8 trampling body is great value, and then you also get half a Zendikar Resurgent. I don't mind tapping out for Groundchuck around turn four, because it means the following turn I'm going to generate a large tempo swing and double-spell. And late in the game, with a bunch of lands in play, it becomes almost a cantrip. This deck wants to spend 15+ mana in a turn, and Groundchuck & Dirtbag makes that possible.\n\n-- Kogla, the Titan Ape - I am probably lower on this card than I should be. It removes a creature when you cast it and might destroy an artifact or two. Ruby, Daring Tracker being a human also means you can almost always give Kogla indestructible if you need to. It slots in very nicely, shoring up this deck's lack of interaction, but doesn't have that oomph or wow factor.\n\n-- Lumra, Bellow of the Woods - While not being a \"lands\" deck or having consistent self-mill Lumra is more than good enough. I find she usually recurs 3-4 lands and sometimes way more. If you can give her trample she is a powerful attacker and is always one of the best blockers. Lumra plays very nicely with Wondrous Crucible and always punches above her weight class. When I am evaluating cards for this deck I always think to myself, \"does this play well with Lumra?\"\n\n-- Moraug, Fury of Akoum - Plays well with Lumra! This card gives the 11, four-mana ramp spells in the deck more oomph and utility if you draw them in the late game. \n\n-- Pathbreaker Ibex - \n\n-- Soul of the Harvest - Probably the least exciting creature in the deck, but the effect is strong enough that it earns the slot. It's a worse Vaultborn Tyrant that costs one less. It's the six-drop you cast on the turn you didn't get to seven mana, or the first half of a double-spell turn. The hard part is finding the turn. It doesn't trigger on itself and it misses tokens. It's a setup card and will usually be the least impactful creature in your hand, but getting it down early makes everything after it better. Sneaking it in is the best way, espically with mass-sneak spells like Ghalta or Last March of the Ents because creatures entering at the same time as Soul do trigger it.\n\n-- Surrak and Goreclaw - One of the better support cards in the deck. I think it's generally the third best Natural Order target. Granting trample, and haste, and a small power bump just so strong. If you have something going it's very good and casting it to setup for the next turn is good to. It's only really bad if your hand is dead.\n\n-- Trumpeting Carnosaur - Over time I have lowered the curve on this deck. At one point it was nearly all seven-plus-mana creatures. Wizards has started printing more \"bomb\" creatures at five or six mana that in the past would have been printed at a minimum of seven, and as a result Trumpeting Carnosaur's discover 5 trigger has become good again. Back when this deck was all seven-drops, Carnosaur only hit ramp spells. As six mana, a 7/6 trampling body that ramped twice, with slim outs to be a bad Lightning Bolt, just wasn't very exciting to me. However, in the current version of the deck there are 28 spells at five mana or less, and only 11 of them are four-mana ramp spells — meaning 61% of the time you're hitting something good like Anzrag or Greater Good. The rest of the time you ramp, and that moves the game plan forward.\n\n-- Vigor - 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\n-- Cultivator Colossus - This is either the best or worst top-deck, there is no in between. For that reason it is tied with Ghalta, Stampede Tyrant for best Natural Order. If you have a lot of lands in hand get the Colossus, sneak them into play and draw a new, presumably, actionable hand.\n\n-- Emergent Woodwurm - This card can be both very awkward and very nice. The question is always where you put the backup counters. At 4 power you are mostly hitting lands, which is fine but not exciting. At 7 power you hit pretty much every bomb in the deck. Becuase the Woodwurm backing up itself doesn't grant the trigger to anything else, you are trading future dig potential for one immediate, deep dig. With haste from something like Urabrask the Hidden, backing up another creature and swinging with both is often the better line. If the Woodwurm looks like it is going to keep attacking over several turns, feed it. There are also a decent number of cards that push its power for free, like the Goreclaws, Railway Brawler, or Xenagos, God of Revels, though that's a little inconsistent. Like Raph & Mikey, Troublemakers, the trigger is exceptional with extra combats.\n\n-- Etali, Primal Conqueror // Etali, Primal Sickness - Of course it is very good. Sometimes it puts you in an unbeatable position, especially if you can cast it turn four, sometimes it doesn't. Flipping it is always fun.\n\n-- Gruul Ragebeast - \n\n-- Klauth, Unrivaled Ancient - Haste on Klauth is a big game. If you think about it too hard, he is a three mana 4/4. Klauth generates huge amounts of mana the turn he comes down enabling massive turns. \n\n-- Nyxbloom Ancient - There is nothing better than untapping with this card. Casting 20+ worth of spells in a turn just pushes you so far ahead. If you have 10 or so lands Nyxbloom Ancient just feels free. Not the best top-deck if you're empty handed though.\n\n-- Old Gnawbone - This deck needs to get to 7 mana to play the game, and it does that very well, but it needs to get to ~15 mana to pop off. There are a number of ways to do that, but it is not as consistent. I decided to one more effect that really pushes how much mana to can generate to try to smooth the deck. I think I was slightly undervaluing the \"Big Ramp\" effect in this deck.\n\n-- Raph & Mikey, Troublemakers - This card is new, but 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 Ojer Kaslem, Deepest Growth // Temple of Cultivation.\n\n-- Titan of Industry - \n\n-- Vaultborn Tyrant - You will just be sitting there happy with the five cards Vaultborn Tyrant has drawn you. Then you realize that you also gained 15 life and 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 Natural Order target (after a tie between Ghalta, Stampede Tyrant and Cultivator Colossus) and one of the best things to see in a series of Apex Devastator or Monstrous Vortex flips.\n\n-- Zopandrel, Hunger Dominus - I think of Zopandrel as the defensive equal to Surrak and Goreclaw. Surrak and Goreclaw pushes aggression by giving you haste, trample, and a power pump. Zopandrel just sits there, making it tricky for your opponents to 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\n-- Cityscape Leveler -One of the only ways to remove creatures in this deck. Unbelievable with haste.\n\n-- Ghalta, Stampede Tyrant - Ghalta, Stampede Tyrant just lets cheat out your hand early and easy. That's why it's tied for my favorite Natural Order target, along with with Cultivator Colossus. Often a dead card late, but always a good attacking body.\n\n-- Terastodon - A nice and versatile removal spell in a color combination that doesn't have many hard removal options. Hitting lands is what separates it from other similar cards like Titan of Industry.. Blowing up three lands off the ramp player is frequently better than killing a creature would have been. I wish it were a mana cheaper or could hit creatures. You can also just point it at your own lands, which gives you the tokens and stocks the graveyard for Lumra. to bring them all back. It's a fine Natural Order target when you specifically need removal.\n\n-- Apex Devastator - I think the best card to cast in this deck. Getting four random things is usually backbreaking. We're never hitting Sol Ring. \n\nNon-Creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n--Minsc & Boo, Timeless Heroes - Minsc and Boo is so good. It makes massive creatures and eventually draws a bunch of cards. It can also throw Ghalta, Stampede Tyrant at someone's face. I usually don't like planeswalkers, but the creatures this deck runs make it somewhat challenging for him to catch stray fliers.\n\n-- Ugin, the Spirit Dragon - 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\n-- Wondrous Crucible - Again, I really wish this was a creature. But, ward 2 is a very meaningful bit of protection. And being able to cast something, replacing itself, the turn you play it is fantastic. It even fuels itself. Compared to Chimil, the Inner Sun which mostly hits ramp spells and offers less meaning protection, it's not even close.\n\n-- The Great Henge - 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. However, when you can curve into the Great Henge drawing cards and gaining a small stream of life is so powerful and the card justifies it's self despite the potential ackwardness.\n\n-- Monstrous Vortex - Oh, Monstrous Vortex, I love this card so much and built this deck around this card. There is no more fun feeling than when you cast a Vaultborn Tyrant and hit another creature, and then another creature, and watching the chain grow. All but seven creatures will trigger the Vortex and you reliably get an extra two creatures and two lands out of casting one creature spell. It snowballs and does silly things and I love it. \n\n-- Greater Good - This card is just so strong. Sometimes you have a very large Cultivator Colossus; or, Railway Brawler has made your Cityscape Leveler a 16/16. Even sacrificing a seven-power creature can get you back in games. Trading bodies for cards just allows the deck to to keep humming. And when it is in play it makes opponent's removal spells so much less painful.\n\n-- Zendikar Resurgent - I think this card is unfairly maligned as a win-more. It fuels both halves of what this deck wants: more mana, and more cards to spend it on. The criticism is that it's a seven-drop that doesn't affect the board. But I don't mind tapping out for it around turn four, because it means the following turn I'm going to generate a large tempo swing, double-spelling and likely drawing off both. Later in the game, once you have roughly twice as many lands as it costs, casting it is close to mana-neutral on the turn it lands.\n\n-- Jeska's Will - 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 Ruby, Daring Tracker is not a scary commander she sticks around guaranteeing you get both modes.\n\n-- Natural Order - While not as broken as Jeska's Will, Natural Order still has the sauce at all points during the game. It's especially potent turn 3 when you can sacrifice a willing Ruby, Daring Tracker to get pretty much any creature. On turn three I would say I almost always get Ghalta, Stampede Tyrant or Cultivator Colossus. But later in the game getting an enabling creature like Surrak and Goreclaw, Zopandrel, Hunger Dominus, or Vigor is great. I have talked about this card a bunch when addressing other cards in this deck. The only real downside is you can't Natural Order for Etali, Primal Conqueror // Etali, Primal Sickness. \n\n--Improvisation Capstone - This is a new add I see predict being comparable in power to Wondrous Crucible. 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\n-- Call Forth the Tempest - I think this is the best noncreature spell in the deck. It's the strongest wrath and also the cleanest finisher. Ultimately, it leaves you up two spells and your opponents with mostly empty boards and a lot less life. It's crushing. If you are very, very unlucky and cascade into the only three-drops in the deck it will still deal 6 damage to everything, but the average CMC of this deck is 5.67 you are much more likely to deal 11+ to everything. I have even burned opponents to death with this card.\n\n-- Last March of the Ents - I don't like that this card does nothing if you have nothing in play. And, if you only have one other creature in play it's scary to cast because you're one Swords to Plowshares away from wasting eight mana and your turn. When the stars align, which is not uncommon because this deck wants to flood the board with seven drops, this card pushes you over the top and nabs the win the turn you cast it. Drawing ~six cards and putting ~four creatures into play is backbreaking for opponents. One of the best ways to cheat a lot of creatures into play.\n\nFour-Mana Ramp Spells"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"There are many 4-cmc ramp spells. This is why I picked these 11."},{"insert":"\n\n-- Encroaching Dragonstorm - Bouncing and replaying then when you play a dragon is cute, but not often meaningful. Mostly here for delirium for Shifting Woodland. \n\n-- Hulking Raptor - \n\n-- Invasion of Zendikar // Awakened Skyclave - Only in here for delirium for Shifting Woodland. I doubt flipping it is ever better than just hitting face.\n\n-- Map the Frontier - Fetches Arid Archway. \n\n-- Migration Path - Cycles late game.\n\n-- New Generation's Technique - New card, but I'm thinking late-game you could bounce a creature with a good ETB back to your hand like, Etali, Primal Conqueror // Etali, Primal Conqueror or Bane of Progress.\n\n-- Primeval Herald - \n\n-- Ranger's Path - You can get Sheltered Thicket, Stomping Ground, or Commercial District.\n\n--Skyshroud Claim - You can get Sheltered Thicket, Stomping Ground, or Commercial District , 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\n-- Tempt with Discovery - 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 Cabal Coffers, Academy Ruins, etc.\" Then tutor up broken like Field of the Dead and Mosswort Bridge. \n\n-- Vastwood Surge - I've been desperate enough for action to kick this once.\n\nLands"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Basics and Fetches"},{"insert":"\n\n-- 9x Forest and 3x Mountain - 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. 9 forest was the number I landed on to maximize the chances of having seven unique lands for Field of the Dead while still have ample basics to fetch. \n\n-- 1x Snow-Covered Forest and 1xSnow-Covered Mountain - These are in here for Field of the Dead. 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\n-- 7x Fetch Lands (Arid Mesa, Misty Rainforest, Wooded Foothills, etc.) - This deck is running every red or green fetch. They give you a turn one \"play\" by fetching Commercial District. Fix your colors early, put themselves in the graveyard for cards like Lumra, Bellow of the Woods or Shifting Woodland, and can generate extra combats with Moraug, Fury of Akoum. The list of synergies they enable goes on-and-on. They are extremely versatile and enable all this for \"free.\"\n\n-- Prismatic Vista - Nearly as good as the fetch lands. Get yourself a snow-covered land for Field of the Dead.\n\nUtility Lands"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n-- Arena of Glory - Give up to two creatures haste with very little downside.\n\n-- Arid Archway - This land that draws a land and is fetch-able off of Map the Frontier. It can bounce back powerful lands to your hand, like Boseiju, Who Endures, so it can be used again. \n\n-- Boseiju, Who Endures - The only piece of instant speed interaction in the deck, it is also nearly impossible to interact with. Very versatile card. If you are building on a budget you don't really need it, but it is nice to have.\n\n-- Castle Garenbrig - Because the ramp in this deck is so rigid Castle Garenbrig acts very similarly to Ancient Tomb, tapping for \"two, albeit restricted, mana.\" With a mana-doubler in play you can tap two lands and Castle Garenbrig to make 12 mana, netting 9 mana. Or with Nyxbloom Ancient you tap two lands and activate Castle Garenbrig's ability, floating two mana, generating 18 mana, and netting 17 mana.\n\n-- Commercial District - Fetch-able mini-\"Consider.\" The only and best turn one play in the deck.\n\n-- Copperline Gorge - Not really a utility land, but it had to go somewhere. This deck desperately needs a red and a green source by turn two and needs its first three lands untapped. Copperline Gorge is untapped exactly through turn three which is precisely the window that matters here. Later in the game a tapped land costs you nothing. It's also another uniquely named land for Field of the Dead that doesn't eat a basic slot.\n\n-- Gemstone Caverns - The only card in the deck that can accelerate our game plan ahead by one turn, allowing you to cast Ruby, Daring Tracker turn one and a four-mana ramp spell on turn two.\n\n-- Mossfire Valley - I wanted to include a few more dual lands to smooth out the first three turns of the game. I landed on Mossfire Valley as one of these because it is the only lands that allows you to lead on a colorless land, like Field of the Dead turn one and still cast Ruby on turn 2. It has never happened to me, but maybe one day! Otherwise it is a good enough dual for fixing mana colors.\n\n-- Mosswort Bridge - Nearly guaranteed free spell at the cost of a being a tapped land.\n\n-- Nykthos, Shrine to Nyx - Not a strictly necessary card for this deck, but I had one I wasn't using and it's still plenty strong and fun. You can accumulate serious green devotion, and when that happens Nykthos turns three mana into eight or more. It's also really fun with Zendikar Resurgent or Nyxbloom Ancient, which make it tap for ludicrous amounts.\n\n-- Rootbound Crag - Just another solid, usually untapped early dual lands to make the deck more consistent in the early game.\n\n-- Sheltered Thicket - Borderline, but being able to cycle it late game while being fetch-able is good enough.\n\n-- Shifting Woodland - It's not easy to get delirium in this deck. It's very easy to get a land, creature, and sorcery in the graveyard, but the fourth card type is hard. Still very strong and almost always untapped.\n\n-- Spinerock Knoll - Not as reliable as Mosswort Bridge, but you can sneak something into play pretty consistently when an opponent attacks anyone other than you, or of course, when you attack.\n\n-- Stomping Ground - Untapped fetch-able land. Very good.\n\nSideboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n-- Radha, Heir to Keld - I also have a Radha I play with sometimes. Nothing about the deck changes depending on who you play. More for fun than anything.\n\nNotable Exclusions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n-- Vorinclex, Voice of Hunger of course, should have a slot in this deck, but has been excluded for the sake of having fun and civil games. I'd probably cut Zendikar Resurgent for it.\n\n-- Fabled Passage - As good as fetch lands are, hitting untapped lands 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\n-- Ancient Copper Dragon - I do not like that it's a combat damage trigger. No one is ever going to let you get it if they can avoid it because they know what happens in main phase two. If this deck had more ways to abuse treasures or give unblockable it would be good.\n\n-- Ancient Bronze Dragon - Everything I dislike about Ancient Copper Dragon I dislike about this dragon as well. The consistency Railway Brawler brings is generally more impactful than the the counters Ancient Bronze Dragon can generate. Railway Brawler also offers a little bit more flexibility in the casting cost which can be nice.\n\n-- Chrome Mox - I said that I wanted this deck to have a max of three game changers. I picked Natural Order, Jeska's Will, and Field of the Dead. As good as Field of the Dead is, Chrome Mox is probably better. Having a second card that can shift the whole game plan up one turn is monumental. The other card that can do that is Gemstone Caverns. I like Gemstone Caverns more because cascading into Chrome Mox is such a feel bad. I also think Field of the Dead is less salty than Chrome Mox. If you wanted to add more game changers, Chrome Mox is the first, then The One Ring, and lastly Ancient Tomb.\n\n-- Sol Ring - Feels bad to cascade into and the ramp plan doesn't benefit much from an early Sol Ring.\n\n-- Command Tower - I try not to paly cards that reference a \"Commander.\" Just a thing feel free to play it if you want to. Command Tower in particular is also a little over-powered in my opinion.\n\n-- Insurrection - \n\nNotes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are no cards like Heroic Intervention 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":"ordered"},"insert":"\n"},{"insert":"In general when casting Natural Order, early in the game, around turn 3, Ghalta, Stampede Tyrant or Cultivator Colossus 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 Vaultborn Tyrant. The third best target is another tie between Surrak and Goreclaw and Zopandrel, Hunger Dominus. With creatures in hand, pick Surrak and Goreclaw; with creatures in play, pick Zopandrel, Hunger Dominus. Honorable mention to Klauth, Unrivaled Ancient 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
(CTRL to add secondary)
Anthem
Zopandrel, Hunger Dominus
Reach
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

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

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

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

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

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

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

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

Counters
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Extra Combats
Karlach, Fury of Avernus
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Barbarian Tiefling

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

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

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

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

Haste
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

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

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

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

Land
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Ramp 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

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

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

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


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

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

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

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


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

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

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

Hunting Wilds
Kicker (You may pay an additional as you cast this spell.)
Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.
If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.
Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.
If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.
Sorcery

Maybeboard
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This is my attempt to make the most powerful and consistent Ruby, Daring Tracker 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\n"},{"attributes":{"bold":true},"insert":"The Plan"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Turn 0: Mulligan to a 4-cmc ramp spell and some lands."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn 1: Play a land."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn 2: Play a land and cast Ruby, Daring Tracker."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn 3: Play a land and cast a four-mana ramp spell (e.g., Vastwood Surge, Explosive Vegetation , etc.)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn 4: Play a land and cast a seven-mana spell."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"link":"https://www.youtube.com/watch?v=ceILMLrNCGw"},"insert":"Inspiration"},{"insert":".\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cards Explanations & Design Philosophy"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Creatures"},{"insert":"\n\n-- Anzrag, the Quake-Mole - Anzrag is usually just a free 8 damage a turn until the engine runs out of gas. Then, for seven mana, he can give you a small top-up. In this way Anzrag is similar to the \"flip\" Vorinclex. You can do a goofy combo with Anzrag and Vigor: with both in play, Anzrag won't die to damage from blockers. You can take it even further with either Old Gnawbone or Klauth, Unrivaled Ancient, which generate the mana to let you keep activating your increasingly large Anzrag, generating infinite combats. I cut Craterhoof Behemoth for Anzrag. The Hoof often came at inopportune times and felt like a bad draw or cascade. This deck really doesn't need Craterhoof to win, and Anzrag offers a similar payoff while being slightly more flexible and viable early. It's also exceptional with Monstrous Vortex.\n\n-- Hulking Raptor - See the ramp section.\n\n-- Primeval Herald - See the ramp section.\n\n-- Cavalier of Flame\n\n-- Defiler of Vigor - The mana reduction of Defiler of Vigor allows you to start double-spelling a lot sooner. The triple-pip six drop and double-pip seven drop go from needing 13 mana to eight. True, your hand doesn't always work out that way, but the ramp is consistent enough. The anthem also slowly stacks up over time and makes it still a valuable permanent to have in play during those games when you have a lot of mana already.\n\n-- Dragonhawk, Fate's Tempest - One of the best creatures in the deck. The floor is high, a 5/5 flyer that \"cantrips\" and the ceiling is winning the game on your end step. If you have an average board with four creatures in play and cast Dragonhawk, you exile five cards, potentially pinging your opponents for 10 each. That's 25% of the total life gone in one go. \n\n-- Karlach, Fury of Avernus - Two combats are better than one. Karlach is better than most extra combat spells because after your creatures attack they probably have some damaged marked on them. Gaining first strike for the second attack makes them much harder to block down and kill on the second combat. Of course, if your opponents are good, they will just block them down in the first swing. Great value at five mana.\n\n-- Ohran Frostfang - This is kind of a one-two punch. Half the creatures in the deck have trample and even more permanents grant trample. Deathtouch and trample is nearly the same thing as unblockable. Then you draw cards after; second punch. Yes, you have to have creatures on board, but the Frostfang is excellent and keeping the engine running.\n\n-- Purphoros, Bronze-Blooded - Mostly in here for haste, but the sneak attack has utility too. Unfortunately, this deck does not consistently have enough red devotion for Purphoros to be a creature, but when he can attack, he is a great attacker. \n\n-- Railway Brawler - I pulled this card when the set came out and only just recently slotted it in over Ancient Bronze Dragon. The Bronze Dragon suffers from extreme variance—something this deck doesn't shy away from—but the floor doesn't justify the ceiling. Especially, due to the difficultly of forcing it through blocks. I am hoping Railway Brawler brings a similar, more consistent effect.\n\n-- Terror of the Peaks - Terror makes all the best parts of this deck even better. When you are casting 6+ mana creatures, and often cheating them into play, the damage adds up very, quickly. It can win games on the spot with cards that cheat multiple creatures into play such as Ghalta, Stampede Tyrant or Last March of the Ents.\n\n-- Urabrask the Hidden - Giving your creatures haste is a big game in this deck. Breaking the color pie and having your opponent's creatures enter tapped pushes this card even further. This is often comparable to making your creatures unblockable, with the upside of forcing your opponents into making bad chump blocks.\n\n-- Vorinclex // The Grand Evolution - This card is really all about the first chapter of The Grand Evolution. Vorinclex himself has very nice stats for a 5 CMC creature and then guarantees you land drops to get to eight mana to flip him into the saga. I find Vorinclex often curves nicely and gives you a ton of gas and resources for only one card. I have gone way up on tutoring lands to hand. This deck pulls so many lands out of the deck and this is, at its floor, a nice way to ensure you will continue to make land drops.\n\n-- Xenagos, God of Revels - Incredible, one of the best support cards in the deck. The devotion is easy to achieve. The indestructible means Xenagos stays around and can attack or block for days. Doubling a large trampling-body every turn is powerful and the haste is always relevant.\n\n-- Bane of Progress - When you are casting big mana spells you want those spells to be game winning. Bane of Progress doesn't so much win you the game as it causes that one opponent playing an enchantress or artifact deck to lose the game on the spot. Almost has good! Even if none of your opponents are playing those decks this is almost always a 6 for 1. It will always remove some annoying permanents and leaves behind a massive body.\n\n-- Disciple of Freyalise - \n\n-- Etali, Primal Storm - I resisted slotting in Etali, Primal Storm, but eventually cut Hideous Taskmaster for it. Both steal something on attack, but Taskmaster costs one more mana and had to be cast. On a lucky day, Etali will be devastating, game-winning, and exceptional. On other days it will be a 6/6 with no keywords that gets chump blocked a couple of times. That's why I was hesitant to put it in: the new \"flip\" Etali is much more consistent and powerful. But the older Etali certainly still has legs.\n\n-- Groundchuck & Dirtbag - I wish the art on this card weren't so ugly, because the card is good! For six mana, the 8/8 trampling body is great value, and then you also get half a Zendikar Resurgent. I don't mind tapping out for Groundchuck around turn four, because it means the following turn I'm going to generate a large tempo swing and double-spell. And late in the game, with a bunch of lands in play, it becomes almost a cantrip. This deck wants to spend 15+ mana in a turn, and Groundchuck & Dirtbag makes that possible.\n\n-- Kogla, the Titan Ape - I am probably lower on this card than I should be. It removes a creature when you cast it and might destroy an artifact or two. Ruby, Daring Tracker being a human also means you can almost always give Kogla indestructible if you need to. It slots in very nicely, shoring up this deck's lack of interaction, but doesn't have that oomph or wow factor.\n\n-- Lumra, Bellow of the Woods - While not being a \"lands\" deck or having consistent self-mill Lumra is more than good enough. I find she usually recurs 3-4 lands and sometimes way more. If you can give her trample she is a powerful attacker and is always one of the best blockers. Lumra plays very nicely with Wondrous Crucible and always punches above her weight class. When I am evaluating cards for this deck I always think to myself, \"does this play well with Lumra?\"\n\n-- Moraug, Fury of Akoum - Plays well with Lumra! This card gives the 11, four-mana ramp spells in the deck more oomph and utility if you draw them in the late game. \n\n-- Pathbreaker Ibex - \n\n-- Soul of the Harvest - Probably the least exciting creature in the deck, but the effect is strong enough that it earns the slot. It's a worse Vaultborn Tyrant that costs one less. It's the six-drop you cast on the turn you didn't get to seven mana, or the first half of a double-spell turn. The hard part is finding the turn. It doesn't trigger on itself and it misses tokens. It's a setup card and will usually be the least impactful creature in your hand, but getting it down early makes everything after it better. Sneaking it in is the best way, espically with mass-sneak spells like Ghalta or Last March of the Ents because creatures entering at the same time as Soul do trigger it.\n\n-- Surrak and Goreclaw - One of the better support cards in the deck. I think it's generally the third best Natural Order target. Granting trample, and haste, and a small power bump just so strong. If you have something going it's very good and casting it to setup for the next turn is good to. It's only really bad if your hand is dead.\n\n-- Trumpeting Carnosaur - Over time I have lowered the curve on this deck. At one point it was nearly all seven-plus-mana creatures. Wizards has started printing more \"bomb\" creatures at five or six mana that in the past would have been printed at a minimum of seven, and as a result Trumpeting Carnosaur's discover 5 trigger has become good again. Back when this deck was all seven-drops, Carnosaur only hit ramp spells. As six mana, a 7/6 trampling body that ramped twice, with slim outs to be a bad Lightning Bolt, just wasn't very exciting to me. However, in the current version of the deck there are 28 spells at five mana or less, and only 11 of them are four-mana ramp spells — meaning 61% of the time you're hitting something good like Anzrag or Greater Good. The rest of the time you ramp, and that moves the game plan forward.\n\n-- Vigor - 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\n-- Cultivator Colossus - This is either the best or worst top-deck, there is no in between. For that reason it is tied with Ghalta, Stampede Tyrant for best Natural Order. If you have a lot of lands in hand get the Colossus, sneak them into play and draw a new, presumably, actionable hand.\n\n-- Emergent Woodwurm - This card can be both very awkward and very nice. The question is always where you put the backup counters. At 4 power you are mostly hitting lands, which is fine but not exciting. At 7 power you hit pretty much every bomb in the deck. Becuase the Woodwurm backing up itself doesn't grant the trigger to anything else, you are trading future dig potential for one immediate, deep dig. With haste from something like Urabrask the Hidden, backing up another creature and swinging with both is often the better line. If the Woodwurm looks like it is going to keep attacking over several turns, feed it. There are also a decent number of cards that push its power for free, like the Goreclaws, Railway Brawler, or Xenagos, God of Revels, though that's a little inconsistent. Like Raph & Mikey, Troublemakers, the trigger is exceptional with extra combats.\n\n-- Etali, Primal Conqueror // Etali, Primal Sickness - Of course it is very good. Sometimes it puts you in an unbeatable position, especially if you can cast it turn four, sometimes it doesn't. Flipping it is always fun.\n\n-- Gruul Ragebeast - \n\n-- Klauth, Unrivaled Ancient - Haste on Klauth is a big game. If you think about it too hard, he is a three mana 4/4. Klauth generates huge amounts of mana the turn he comes down enabling massive turns. \n\n-- Nyxbloom Ancient - There is nothing better than untapping with this card. Casting 20+ worth of spells in a turn just pushes you so far ahead. If you have 10 or so lands Nyxbloom Ancient just feels free. Not the best top-deck if you're empty handed though.\n\n-- Old Gnawbone - This deck needs to get to 7 mana to play the game, and it does that very well, but it needs to get to ~15 mana to pop off. There are a number of ways to do that, but it is not as consistent. I decided to one more effect that really pushes how much mana to can generate to try to smooth the deck. I think I was slightly undervaluing the \"Big Ramp\" effect in this deck.\n\n-- Raph & Mikey, Troublemakers - This card is new, but 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 Ojer Kaslem, Deepest Growth // Temple of Cultivation.\n\n-- Titan of Industry - \n\n-- Vaultborn Tyrant - You will just be sitting there happy with the five cards Vaultborn Tyrant has drawn you. Then you realize that you also gained 15 life and 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 Natural Order target (after a tie between Ghalta, Stampede Tyrant and Cultivator Colossus) and one of the best things to see in a series of Apex Devastator or Monstrous Vortex flips.\n\n-- Zopandrel, Hunger Dominus - I think of Zopandrel as the defensive equal to Surrak and Goreclaw. Surrak and Goreclaw pushes aggression by giving you haste, trample, and a power pump. Zopandrel just sits there, making it tricky for your opponents to 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\n-- Cityscape Leveler -One of the only ways to remove creatures in this deck. Unbelievable with haste.\n\n-- Ghalta, Stampede Tyrant - Ghalta, Stampede Tyrant just lets cheat out your hand early and easy. That's why it's tied for my favorite Natural Order target, along with with Cultivator Colossus. Often a dead card late, but always a good attacking body.\n\n-- Terastodon - A nice and versatile removal spell in a color combination that doesn't have many hard removal options. Hitting lands is what separates it from other similar cards like Titan of Industry.. Blowing up three lands off the ramp player is frequently better than killing a creature would have been. I wish it were a mana cheaper or could hit creatures. You can also just point it at your own lands, which gives you the tokens and stocks the graveyard for Lumra. to bring them all back. It's a fine Natural Order target when you specifically need removal.\n\n-- Apex Devastator - I think the best card to cast in this deck. Getting four random things is usually backbreaking. We're never hitting Sol Ring. \n\nNon-Creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n--Minsc & Boo, Timeless Heroes - Minsc and Boo is so good. It makes massive creatures and eventually draws a bunch of cards. It can also throw Ghalta, Stampede Tyrant at someone's face. I usually don't like planeswalkers, but the creatures this deck runs make it somewhat challenging for him to catch stray fliers.\n\n-- Ugin, the Spirit Dragon - 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\n-- Wondrous Crucible - Again, I really wish this was a creature. But, ward 2 is a very meaningful bit of protection. And being able to cast something, replacing itself, the turn you play it is fantastic. It even fuels itself. Compared to Chimil, the Inner Sun which mostly hits ramp spells and offers less meaning protection, it's not even close.\n\n-- The Great Henge - 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. However, when you can curve into the Great Henge drawing cards and gaining a small stream of life is so powerful and the card justifies it's self despite the potential ackwardness.\n\n-- Monstrous Vortex - Oh, Monstrous Vortex, I love this card so much and built this deck around this card. There is no more fun feeling than when you cast a Vaultborn Tyrant and hit another creature, and then another creature, and watching the chain grow. All but seven creatures will trigger the Vortex and you reliably get an extra two creatures and two lands out of casting one creature spell. It snowballs and does silly things and I love it. \n\n-- Greater Good - This card is just so strong. Sometimes you have a very large Cultivator Colossus; or, Railway Brawler has made your Cityscape Leveler a 16/16. Even sacrificing a seven-power creature can get you back in games. Trading bodies for cards just allows the deck to to keep humming. And when it is in play it makes opponent's removal spells so much less painful.\n\n-- Zendikar Resurgent - I think this card is unfairly maligned as a win-more. It fuels both halves of what this deck wants: more mana, and more cards to spend it on. The criticism is that it's a seven-drop that doesn't affect the board. But I don't mind tapping out for it around turn four, because it means the following turn I'm going to generate a large tempo swing, double-spelling and likely drawing off both. Later in the game, once you have roughly twice as many lands as it costs, casting it is close to mana-neutral on the turn it lands.\n\n-- Jeska's Will - 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 Ruby, Daring Tracker is not a scary commander she sticks around guaranteeing you get both modes.\n\n-- Natural Order - While not as broken as Jeska's Will, Natural Order still has the sauce at all points during the game. It's especially potent turn 3 when you can sacrifice a willing Ruby, Daring Tracker to get pretty much any creature. On turn three I would say I almost always get Ghalta, Stampede Tyrant or Cultivator Colossus. But later in the game getting an enabling creature like Surrak and Goreclaw, Zopandrel, Hunger Dominus, or Vigor is great. I have talked about this card a bunch when addressing other cards in this deck. The only real downside is you can't Natural Order for Etali, Primal Conqueror // Etali, Primal Sickness. \n\n--Improvisation Capstone - This is a new add I see predict being comparable in power to Wondrous Crucible. 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\n-- Call Forth the Tempest - I think this is the best noncreature spell in the deck. It's the strongest wrath and also the cleanest finisher. Ultimately, it leaves you up two spells and your opponents with mostly empty boards and a lot less life. It's crushing. If you are very, very unlucky and cascade into the only three-drops in the deck it will still deal 6 damage to everything, but the average CMC of this deck is 5.67 you are much more likely to deal 11+ to everything. I have even burned opponents to death with this card.\n\n-- Last March of the Ents - I don't like that this card does nothing if you have nothing in play. And, if you only have one other creature in play it's scary to cast because you're one Swords to Plowshares away from wasting eight mana and your turn. When the stars align, which is not uncommon because this deck wants to flood the board with seven drops, this card pushes you over the top and nabs the win the turn you cast it. Drawing ~six cards and putting ~four creatures into play is backbreaking for opponents. One of the best ways to cheat a lot of creatures into play.\n\nFour-Mana Ramp Spells"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"There are many 4-cmc ramp spells. This is why I picked these 11."},{"insert":"\n\n-- Encroaching Dragonstorm - Bouncing and replaying then when you play a dragon is cute, but not often meaningful. Mostly here for delirium for Shifting Woodland. \n\n-- Hulking Raptor - \n\n-- Invasion of Zendikar // Awakened Skyclave - Only in here for delirium for Shifting Woodland. I doubt flipping it is ever better than just hitting face.\n\n-- Map the Frontier - Fetches Arid Archway. \n\n-- Migration Path - Cycles late game.\n\n-- New Generation's Technique - New card, but I'm thinking late-game you could bounce a creature with a good ETB back to your hand like, Etali, Primal Conqueror // Etali, Primal Conqueror or Bane of Progress.\n\n-- Primeval Herald - \n\n-- Ranger's Path - You can get Sheltered Thicket, Stomping Ground, or Commercial District.\n\n--Skyshroud Claim - You can get Sheltered Thicket, Stomping Ground, or Commercial District , 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\n-- Tempt with Discovery - 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 Cabal Coffers, Academy Ruins, etc.\" Then tutor up broken like Field of the Dead and Mosswort Bridge. \n\n-- Vastwood Surge - I've been desperate enough for action to kick this once.\n\nLands"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Basics and Fetches"},{"insert":"\n\n-- 9x Forest and 3x Mountain - 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. 9 forest was the number I landed on to maximize the chances of having seven unique lands for Field of the Dead while still have ample basics to fetch. \n\n-- 1x Snow-Covered Forest and 1xSnow-Covered Mountain - These are in here for Field of the Dead. 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\n-- 7x Fetch Lands (Arid Mesa, Misty Rainforest, Wooded Foothills, etc.) - This deck is running every red or green fetch. They give you a turn one \"play\" by fetching Commercial District. Fix your colors early, put themselves in the graveyard for cards like Lumra, Bellow of the Woods or Shifting Woodland, and can generate extra combats with Moraug, Fury of Akoum. The list of synergies they enable goes on-and-on. They are extremely versatile and enable all this for \"free.\"\n\n-- Prismatic Vista - Nearly as good as the fetch lands. Get yourself a snow-covered land for Field of the Dead.\n\nUtility Lands"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n-- Arena of Glory - Give up to two creatures haste with very little downside.\n\n-- Arid Archway - This land that draws a land and is fetch-able off of Map the Frontier. It can bounce back powerful lands to your hand, like Boseiju, Who Endures, so it can be used again. \n\n-- Boseiju, Who Endures - The only piece of instant speed interaction in the deck, it is also nearly impossible to interact with. Very versatile card. If you are building on a budget you don't really need it, but it is nice to have.\n\n-- Castle Garenbrig - Because the ramp in this deck is so rigid Castle Garenbrig acts very similarly to Ancient Tomb, tapping for \"two, albeit restricted, mana.\" With a mana-doubler in play you can tap two lands and Castle Garenbrig to make 12 mana, netting 9 mana. Or with Nyxbloom Ancient you tap two lands and activate Castle Garenbrig's ability, floating two mana, generating 18 mana, and netting 17 mana.\n\n-- Commercial District - Fetch-able mini-\"Consider.\" The only and best turn one play in the deck.\n\n-- Copperline Gorge - Not really a utility land, but it had to go somewhere. This deck desperately needs a red and a green source by turn two and needs its first three lands untapped. Copperline Gorge is untapped exactly through turn three which is precisely the window that matters here. Later in the game a tapped land costs you nothing. It's also another uniquely named land for Field of the Dead that doesn't eat a basic slot.\n\n-- Gemstone Caverns - The only card in the deck that can accelerate our game plan ahead by one turn, allowing you to cast Ruby, Daring Tracker turn one and a four-mana ramp spell on turn two.\n\n-- Mossfire Valley - I wanted to include a few more dual lands to smooth out the first three turns of the game. I landed on Mossfire Valley as one of these because it is the only lands that allows you to lead on a colorless land, like Field of the Dead turn one and still cast Ruby on turn 2. It has never happened to me, but maybe one day! Otherwise it is a good enough dual for fixing mana colors.\n\n-- Mosswort Bridge - Nearly guaranteed free spell at the cost of a being a tapped land.\n\n-- Nykthos, Shrine to Nyx - Not a strictly necessary card for this deck, but I had one I wasn't using and it's still plenty strong and fun. You can accumulate serious green devotion, and when that happens Nykthos turns three mana into eight or more. It's also really fun with Zendikar Resurgent or Nyxbloom Ancient, which make it tap for ludicrous amounts.\n\n-- Rootbound Crag - Just another solid, usually untapped early dual lands to make the deck more consistent in the early game.\n\n-- Sheltered Thicket - Borderline, but being able to cycle it late game while being fetch-able is good enough.\n\n-- Shifting Woodland - It's not easy to get delirium in this deck. It's very easy to get a land, creature, and sorcery in the graveyard, but the fourth card type is hard. Still very strong and almost always untapped.\n\n-- Spinerock Knoll - Not as reliable as Mosswort Bridge, but you can sneak something into play pretty consistently when an opponent attacks anyone other than you, or of course, when you attack.\n\n-- Stomping Ground - Untapped fetch-able land. Very good.\n\nSideboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n-- Radha, Heir to Keld - I also have a Radha I play with sometimes. Nothing about the deck changes depending on who you play. More for fun than anything.\n\nNotable Exclusions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n-- Vorinclex, Voice of Hunger of course, should have a slot in this deck, but has been excluded for the sake of having fun and civil games. I'd probably cut Zendikar Resurgent for it.\n\n-- Fabled Passage - As good as fetch lands are, hitting untapped lands 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\n-- Ancient Copper Dragon - I do not like that it's a combat damage trigger. No one is ever going to let you get it if they can avoid it because they know what happens in main phase two. If this deck had more ways to abuse treasures or give unblockable it would be good.\n\n-- Ancient Bronze Dragon - Everything I dislike about Ancient Copper Dragon I dislike about this dragon as well. The consistency Railway Brawler brings is generally more impactful than the the counters Ancient Bronze Dragon can generate. Railway Brawler also offers a little bit more flexibility in the casting cost which can be nice.\n\n-- Chrome Mox - I said that I wanted this deck to have a max of three game changers. I picked Natural Order, Jeska's Will, and Field of the Dead. As good as Field of the Dead is, Chrome Mox is probably better. Having a second card that can shift the whole game plan up one turn is monumental. The other card that can do that is Gemstone Caverns. I like Gemstone Caverns more because cascading into Chrome Mox is such a feel bad. I also think Field of the Dead is less salty than Chrome Mox. If you wanted to add more game changers, Chrome Mox is the first, then The One Ring, and lastly Ancient Tomb.\n\n-- Sol Ring - Feels bad to cascade into and the ramp plan doesn't benefit much from an early Sol Ring.\n\n-- Command Tower - I try not to paly cards that reference a \"Commander.\" Just a thing feel free to play it if you want to. Command Tower in particular is also a little over-powered in my opinion.\n\n-- Insurrection - \n\nNotes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are no cards like Heroic Intervention 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":"ordered"},"insert":"\n"},{"insert":"In general when casting Natural Order, early in the game, around turn 3, Ghalta, Stampede Tyrant or Cultivator Colossus 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 Vaultborn Tyrant. The third best target is another tie between Surrak and Goreclaw and Zopandrel, Hunger Dominus. With creatures in hand, pick Surrak and Goreclaw; with creatures in play, pick Zopandrel, Hunger Dominus. Honorable mention to Klauth, Unrivaled Ancient 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"}]}















































































