videodane
1.7k views22 hrs ago
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, Open the Way , etc.)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn 4: Play a land and cast a seven-mana spell."},{"attributes":{"list":"ordered"},"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-- Questing Beast - This, text-heavy card only has one line that matters, \"combat damage ... can't be prevented.\" If you play against fogs like The One Ring, Glacial Chasm, or Teferi's Protection, it's indispensable.\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-- 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-- 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-- Combustible Gearhulk - I think this card is on the weaker side for this deck, but it synergies pretty well with what I am trying to do. It draws 3 cards or will burn someone for 11 on average. Milling the cards has some upsides with getting to delirium or filling the yard with lands for Lumra for example.\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 Planar Engineering 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 12, four-mana ramp spells in the deck more oomph and utility if you draw them in the late game. \n\n-- Oliphaunt - This is mainly a way to sneak another land into this deck while adding to the creature count. There are some downsides to this versus any other land. For example, it doesn't work as a land for Cultivator Colossus. But it gets a creature in the yard for delirium. Its ability plays really nicely with extra combats from Moraug or Karlach. And giving trample is always nice Especially with creatures like Lumra, Apex Devastator, or Terrastodon.\n\n-- Ruric Thar, the Unbowed - 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\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-- 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-- 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 - Gruul Ragebeast provides some repeatable removal which otherwise this deck does not have. The Ragebeast is an automatic 2-for-1, when it enters it removes a creature, then generates more and more value the longer he stays in play. The dream is casading into Grull Ragebeast then cascading or cheating in a couple more creature immediately after. It is very strong sneaking in Ragebeast and a couple other creatures at the same time with Ghalta, Stampede Tyrant, or Last March of the Ents.\n\n-- Hulk, Always Angry - Another, albeit worse, Bane of Progress. The over-sized body for the mana is pretty good. The wrath effect is pretty good. Pretty good.\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-- Omnath, Locus of Rage - Similar to Moraug, Fury of Akoum. Gives the 12, four-mana ramp spells in the deck more oomph and utility if you draw them in the late game. \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 - I think this card is very similar to, and maybe slightly worse than Terrastodon. It really should be a pick 3, not pick 2. However, gaining 5 life, putting 11 power into play, or detroying your oppoents board is a nice combonation. Definetly not the strongest card, but good value and interaction.\n\n-- Vaultborn Tyrant - You will just be sitting there happy with the five cards Vaultborn Tyrant has drawn you. Then you realize that you also gained 15 life and 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-- Craterhoof Behemoth - Does the thing of pushing through damage on gummed up boards.\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 - 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.\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-- Akroma's Memorial - 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\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 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\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 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 Vaultborn Tyrant and Vigor, while drawing two cards, refueling for next turn..Or, you can cast a very quick Apex Devastator and still have the mana to cast a Kogla, the Titan Ape 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 Groundchuck & Dirtbag. However, if you wanted to cut it for something like Guardian Project I think that would be very reasonable.\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-- Random Encounter - I think this card is very fun. Yes, it will sometimes completely miss. But, sometimes you will hit an Etali, Primal Conqueror // Etali, Primal Sickness, 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\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 5.74 you are much more likely to deal 11+ to everything. I have even burned opponents to death with this card.\n\n-- Insurrection - 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\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\n-- Reshape the Earth - 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. Field of the Dead 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 Mosswort Bridge or Gruul Turf + Boseiju, Who Endures (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\n-- World War Hulk - The first chapter is completely custed. The dream is putting an Apex Devastator or Ghalta, Stampede Tyrant into play very early in the game. The next two chapters are nice but not crazy. \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 12."},{"insert":"\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-- Open the Way - 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\n-- Planar Engineering - I am cutting Hunting Wilds 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 Moraug, Fury of Akoum, Lumra, Bellow of the Woods, Shifting Woodland, and maybe a few other cards. I think that is enough better.\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 from action to kick this once.\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-- 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-- Bonders' Enclave - Little bit of extra sneaky card draw on an untapped land.\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. 10 forest was the number I landed on to maxamize the chances of having seven unique lands for Field of the Dead while still have ample basics to fetch. \n\n-- 1x Snow-Covered Forestand 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-- Field of the Dead - 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 Ravenous Tyrannosaurus or Cultivator Colossus.\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-- Gruul Turf - Similar to, but slightly worse than Arid Archway. It's a land a that \"draws\" a land. Sometimes it can bounce a powerful land to your hand, like Mosswort Bridge.\n\n-- Mosswort Bridge - Nearly guaranteed free spell at the cost of a being a tapped land.\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\n-- Vesuva - This is a new card I am trying. It is an tapped land, but it is very good at getting to 7 unqiue lands for Field of the Dead. It will probably end up getting up cut, but I think it will be fun to play for a while. The main downside is with Reshape the Earth you can't tutor Vesuva and Field of the Dead making Vesuva and second Field of the Dead. If that was possible I think it was be a staple in this deck.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Notable 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\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 mentions to Craterhoof Behemoth and 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)
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

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

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 Draw
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

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
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

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

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

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

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

World War Hulk
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The next red or green creature spell you cast this turn can be cast without paying its mana cost.
II — Put three +1/+1 counters on target creature you control.
III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
I — The next red or green creature spell you cast this turn can be cast without paying its mana cost.
II — Put three +1/+1 counters on target creature you control.
III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
Enchantment - Saga

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

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
(CTRL to add secondary)
Maybeboard
Jaws, Relentless Predator
Trample, haste
Whenever Jaws deals combat damage to a player, create that many Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this token: Draw a card.")
Whenever a noncreature artifact is sacrificed or destroyed, Jaws deals 1 damage to each opponent.
Whenever Jaws deals combat damage to a player, create that many Blood tokens. (They're artifacts with ", , Discard a card, Sacrifice this token: Draw a card.")
Whenever a noncreature artifact is sacrificed or destroyed, Jaws deals 1 damage to each opponent.
Legendary Creature - Shark

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, Open the Way , etc.)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn 4: Play a land and cast a seven-mana spell."},{"attributes":{"list":"ordered"},"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-- Questing Beast - This, text-heavy card only has one line that matters, \"combat damage ... can't be prevented.\" If you play against fogs like The One Ring, Glacial Chasm, or Teferi's Protection, it's indispensable.\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-- 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-- 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-- Combustible Gearhulk - I think this card is on the weaker side for this deck, but it synergies pretty well with what I am trying to do. It draws 3 cards or will burn someone for 11 on average. Milling the cards has some upsides with getting to delirium or filling the yard with lands for Lumra for example.\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 Planar Engineering 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 12, four-mana ramp spells in the deck more oomph and utility if you draw them in the late game. \n\n-- Oliphaunt - This is mainly a way to sneak another land into this deck while adding to the creature count. There are some downsides to this versus any other land. For example, it doesn't work as a land for Cultivator Colossus. But it gets a creature in the yard for delirium. Its ability plays really nicely with extra combats from Moraug or Karlach. And giving trample is always nice Especially with creatures like Lumra, Apex Devastator, or Terrastodon.\n\n-- Ruric Thar, the Unbowed - 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\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-- 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-- 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 - Gruul Ragebeast provides some repeatable removal which otherwise this deck does not have. The Ragebeast is an automatic 2-for-1, when it enters it removes a creature, then generates more and more value the longer he stays in play. The dream is casading into Grull Ragebeast then cascading or cheating in a couple more creature immediately after. It is very strong sneaking in Ragebeast and a couple other creatures at the same time with Ghalta, Stampede Tyrant, or Last March of the Ents.\n\n-- Hulk, Always Angry - Another, albeit worse, Bane of Progress. The over-sized body for the mana is pretty good. The wrath effect is pretty good. Pretty good.\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-- Omnath, Locus of Rage - Similar to Moraug, Fury of Akoum. Gives the 12, four-mana ramp spells in the deck more oomph and utility if you draw them in the late game. \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 - I think this card is very similar to, and maybe slightly worse than Terrastodon. It really should be a pick 3, not pick 2. However, gaining 5 life, putting 11 power into play, or detroying your oppoents board is a nice combonation. Definetly not the strongest card, but good value and interaction.\n\n-- Vaultborn Tyrant - You will just be sitting there happy with the five cards Vaultborn Tyrant has drawn you. Then you realize that you also gained 15 life and 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-- Craterhoof Behemoth - Does the thing of pushing through damage on gummed up boards.\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 - 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.\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-- Akroma's Memorial - 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\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 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\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 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 Vaultborn Tyrant and Vigor, while drawing two cards, refueling for next turn..Or, you can cast a very quick Apex Devastator and still have the mana to cast a Kogla, the Titan Ape 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 Groundchuck & Dirtbag. However, if you wanted to cut it for something like Guardian Project I think that would be very reasonable.\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-- Random Encounter - I think this card is very fun. Yes, it will sometimes completely miss. But, sometimes you will hit an Etali, Primal Conqueror // Etali, Primal Sickness, 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\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 5.74 you are much more likely to deal 11+ to everything. I have even burned opponents to death with this card.\n\n-- Insurrection - 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\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\n-- Reshape the Earth - 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. Field of the Dead 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 Mosswort Bridge or Gruul Turf + Boseiju, Who Endures (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\n-- World War Hulk - The first chapter is completely custed. The dream is putting an Apex Devastator or Ghalta, Stampede Tyrant into play very early in the game. The next two chapters are nice but not crazy. \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 12."},{"insert":"\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-- Open the Way - 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\n-- Planar Engineering - I am cutting Hunting Wilds 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 Moraug, Fury of Akoum, Lumra, Bellow of the Woods, Shifting Woodland, and maybe a few other cards. I think that is enough better.\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 from action to kick this once.\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-- 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-- Bonders' Enclave - Little bit of extra sneaky card draw on an untapped land.\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. 10 forest was the number I landed on to maxamize the chances of having seven unique lands for Field of the Dead while still have ample basics to fetch. \n\n-- 1x Snow-Covered Forestand 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-- Field of the Dead - 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 Ravenous Tyrannosaurus or Cultivator Colossus.\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-- Gruul Turf - Similar to, but slightly worse than Arid Archway. It's a land a that \"draws\" a land. Sometimes it can bounce a powerful land to your hand, like Mosswort Bridge.\n\n-- Mosswort Bridge - Nearly guaranteed free spell at the cost of a being a tapped land.\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\n-- Vesuva - This is a new card I am trying. It is an tapped land, but it is very good at getting to 7 unqiue lands for Field of the Dead. It will probably end up getting up cut, but I think it will be fun to play for a while. The main downside is with Reshape the Earth you can't tutor Vesuva and Field of the Dead making Vesuva and second Field of the Dead. If that was possible I think it was be a staple in this deck.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Notable 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\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 mentions to Craterhoof Behemoth and 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"}]}




































































