490 views18 months ago
Commander
Size: 100Salt sum: 36.89
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Skadisson

490 views18 months ago
Commander
Size: 100Salt sum: 36.89

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Zethi, Arcane Blademaster
Multikicker

When Zethi, Arcane Blademaster enters, exile up to X target instant cards from your graveyard, where X is the number of times Zethi was kicked. Put a kick counter on each of them.
Whenever Zethi attacks, copy each exiled card you own with a kick counter on it. You may cast the copies.
Legendary Creature - Human Soldier
Zethi, Arcane Blademaster (sld) 432

Commander

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Thing in the Ice
Defender
This creature enters with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from this creature. Then if it has no ice counters on it, transform it.
Creature - Horror
Thing in the Ice // Awoken Horror (inr) 460Thing in the Ice // Awoken Horror (inr) 460

Chun-Li: Bonus Stage

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Stealer of Secrets
Whenever this creature deals combat damage to a player, draw a card.
Creature - Human Rogue
Stealer of Secrets (rtr) 53

Chun-Li: Cammy

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Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (tdc) 116
Negate
Counter target noncreature spell.
Instant
Negate (m13) 62
Norn's Annex
(
can be paid with either
or 2 life.)
Creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures.
Artifact
Norn's Annex (cmm) 829
Plea for Power
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
Sorcery
Plea for Power (plst) CNS-24
Promise of Loyalty
Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.
Sorcery
Promise of Loyalty (blc) 148
Unstoppable Plan
At the beginning of your end step, untap all nonland permanents you control.
Enchantment
Unstoppable Plan (dft) 72
Urza's Ruinous Blast
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Exile all nonland permanents that aren't legendary.
Legendary Sorcery
Urza's Ruinous Blast (cmm) 842
Winternight Stories
Draw three cards. Then discard two cards unless you discard a creature card.
Harmonize
(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by
, where X is its power. Then exile this spell.)
Sorcery
Winternight Stories (tdm) 67

Chun-Li: Cheat Codes

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Curiosity
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Enchantment - Aura
Curiosity (isd) 49
Curious Inquiry
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, investigate." (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Enchantment - Aura
Curious Inquiry (mkm) 51
Deduce
Draw a card. Investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Instant
Deduce (mkm) 293
Lost Jitte
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Legendary Artifact - Equipment
Lost Jitte (big) 23
Moment of Truth
Look at the top three cards of your library. Put one of those cards into your hand, one into your graveyard, and one on the bottom of your library.
Instant
Moment of Truth (mom) 67

Chun-Li: Combo Setup

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Elspeth's Smite
Elspeth's Smite deals 3 damage to target attacking or blocking creature. If that creature would die this turn, exile it instead.
Instant
Elspeth's Smite (mom) 13
Fading Hope
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Instant
Fading Hope (mid) 51
Ghostly Touch
Enchant creature
Enchanted creature has "Whenever this creature attacks, you may tap or untap target permanent."
Enchantment - Aura
Ghostly Touch (avr) 58
Refute
Counter target spell. Draw a card, then discard a card.
Instant
Refute (fdn) 48
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (moc) 211
Unsummon
Return target creature to its owner's hand.
Instant
Unsummon (fdn) 599

Chun-Li: Kikoken

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Riot Control
You gain 1 life for each creature your opponents control. Prevent all damage that would be dealt to you this turn.
Instant
Riot Control (dgm) 6
Test of Faith
Prevent the next 3 damage that would be dealt to target creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.
Instant
Test of Faith (ddg) 28
War Report
You gain life equal to the number of creatures on the battlefield plus the number of artifacts on the battlefield.
Instant
War Report (nph) 26

Chun-Li: Serenity Stream

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Serpentine Ambush
Until end of turn, target creature becomes a blue Serpent with base power and toughness 5/5.
Instant
Serpentine Ambush (vow) 77
Succumb to the Cold
Tap one or two target creatures an opponent controls. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Instant
Succumb to the Cold (woe) 72

Chun-Li: Soten Ranka

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Djeru's Resolve
Untap target creature. Prevent all damage that would be dealt to it this turn.
Cycling
(
, Discard this card: Draw a card.)
Instant
Djeru's Resolve (plst) AKH-11
Leyline Axe
If this card is in your opening hand, you may begin the game with it on the battlefield.
Equipped creature gets +1/+1 and has double strike and trample.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Leyline Axe (fdn) 129
Loxodon Warhammer
Equipped creature gets +3/+0 and has trample and lifelink.
Equip
Artifact - Equipment
Loxodon Warhammer (ddg) 31
Surge of Salvation
You and permanents you control gain hexproof until end of turn. Prevent all damage that black and/or red sources would deal to creatures you control this turn.
Instant
Surge of Salvation (mom) 41
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (blc) 286
Take Up the Shield
Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Instant
Take Up the Shield (dmu) 35
Tempest Technique
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature you control
Enchanted creature gets +1/+1 for each enchantment you control.
Enchantment - Aura
Tempest Technique (tdc) 16
Twinblade Blessing
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
Enchantment - Aura
Twinblade Blessing (fdn) 26

Chun-Li: Spinning Bird Kick

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Academy Wall
Defender
Whenever you cast an instant or sorcery spell, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
Creature - Wall
Academy Wall (dmu) 41
Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (tdc) 145
Herald of Eternal Dawn
Flash (You may cast this spell any time you could cast an instant.)
Flying
You can't lose the game and your opponents can't win the game.
Creature - Angel
Herald of Eternal Dawn (fdn) 17
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Creature - Horror Kraken
Hullbreaker Horror (vow) 63
Loran of the Third Path
Vigilance
When Loran enters, destroy up to one target artifact or enchantment.
: You and target opponent each draw a card.
Legendary Creature - Human Artificer
Loran of the Third Path (blc) 143
Monastery Mentor
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast a noncreature spell, create a 1/1 white Monk creature token with prowess.
Creature - Human Monk
Monastery Mentor (mom) 28
Schema Thief
Flying
Whenever this creature deals combat damage to a player, create a token that's a copy of target artifact that player controls.
Creature - Artificer Rogue Vedalken
Schema Thief (moc) 111
Spellskite
: Change a target of target spell or ability to this creature. (
can be paid with either
or 2 life.)
Creature Artifact - Horror Phyrexian
Spellskite (nph) 159
Wojek Investigator
Flying, vigilance
At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Creature - Angel Detective
Wojek Investigator (mkm) 36†

Chun-Li: Stage Crowd

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Acrobatic Leap
Target creature gets +1/+3 and gains flying until end of turn. Untap it.
Instant
Acrobatic Leap (lci) 2
Kor Halberd
Equipped creature gets +1/+1 and has vigilance.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Kor Halberd (mom) 27
Lightfoot Technique
Put a +1/+1 counter on target creature. It gains flying and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Instant
Lightfoot Technique (tdm) 14
On Serra's Wings
Enchant creature
Enchanted creature is legendary, gets +1/+1, and has flying, vigilance, and lifelink.
Legendary Enchantment - Aura
On Serra's Wings (cmr) 380
Shore Up
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
Instant
Shore Up (dmu) 64
Spectral Flight
Enchant creature
Enchanted creature gets +2/+2 and has flying.
Enchantment - Aura
Spectral Flight (isd) 79
Timely Ward
You may cast this spell as though it had flash if it targets a commander.
Enchant creature
Enchanted creature has indestructible.
Enchantment - Aura
Timely Ward (woc) 79
Wingspan Stride
Enchant creature
Enchanted creature gets +1/+1 and has flying.
: Return this Aura to its owner's hand.
Enchantment - Aura
Wingspan Stride (tdm) 66

Chun-Li: Wall-Jump

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Acrobatic Cheerleader
Survival — At the beginning of your second main phase, if this creature is tapped, put a flying counter on it. This ability triggers only once.
Creature - Human Survivor
Acrobatic Cheerleader (dsk) 1

Chun-Li's Girl: Li-Fen

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Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (blc) 291
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (drc) 60
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (drc) 154
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (tdc) 367
Island
(
: Add
.)
Basic Land - Island
Island (tdm) 279
Mistrise Village
This land enters tapped unless you control a Mountain or a Forest.
: Add
.
,
: The next spell you cast this turn can't be countered.
Land
Mistrise Village (tdm) 261
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Path of Ancestry (drc) 166
Plains
(
: Add
.)
Basic Land - Plains
Plains (tdm) 278
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (tdc) 384
Seachrome Coast
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Seachrome Coast (blc) 328
Skycloud Expanse
,
: Add
.
Land
Skycloud Expanse (blc) 332
Spire of Industry
: Add
.
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
Land
Spire of Industry (drc) 172
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (dsk) 269
Tranquil Cove
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Tranquil Cove (tdm) 270

Land

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (drc) 52
Everflowing Chalice
Multikicker
(You may pay an additional
any number of times as you cast this spell.)
This artifact enters with a charge counter on it for each time it was kicked.
: Add
for each charge counter on this artifact.
Artifact
Everflowing Chalice (40k) 238
Highspire Bell-Ringer
Flying
The second spell you cast each turn costs
less to cast.
Creature - Djinn Monk
Highspire Bell-Ringer (tdm) 47
Mocking Sprite
Flying
Instant and sorcery spells you cast cost
less to cast.
Creature - Rogue Faerie
Mocking Sprite (fdn) 159
Skyclave Relic
Kicker

Indestructible
When this artifact enters, if it was kicked, create two tapped tokens that are copies of this artifact.
: Add one mana of any color.
Artifact
Skyclave Relic (moc) 380
Sol Ring
: Add
.
Artifact
Sol Ring (drc) 57
Surge Node
This artifact enters with six charge counters on it.
,
, Remove a charge counter from this artifact: Put a charge counter on target artifact.
Artifact
Surge Node (nph) 160
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (cmm) 980
Volshe Tideturner
: Add
. Spend this mana only to cast an instant or sorcery spell or a kicked spell.
Creature - Wizard Merfolk
Volshe Tideturner (dmu) 77
Weathered Wayfarer
,
: Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
Creature - Human Cleric Nomad
Weathered Wayfarer (ltc) 183

Ramp

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Angelic Intervention
Target creature or planeswalker you control gains protection from colorless or from the color of your choice until end of turn. If it's a creature, put a +1/+1 counter on it. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything with that quality.)
Instant
Angelic Intervention (mom) 5
Beacon of Immortality
Double target player's life total. Shuffle Beacon of Immortality into its owner's library.
Instant
Beacon of Immortality (plst) E02-1
Boon of Safety
Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Scry 1.
Instant
Boon of Safety (snc) 4
Contractual Safeguard
Addendum — If you cast this spell during your main phase, put a shield counter on a creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Choose a kind of counter on a creature you control. Put a counter of that kind on each other creature you control.
Instant
Contractual Safeguard (ncc) 14
Dragonlord's Prerogative
As an additional cost to cast this spell, you may reveal a Dragon card from your hand.
If you revealed a Dragon card or controlled a Dragon as you cast this spell, this spell can't be countered.
Draw four cards.
Instant
Dragonlord's Prerogative (dtk) 52
Dreamtide Whale
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Whale
Dreamtide Whale (mh3) 59
Eldrazi Confluence
Choose three. You may choose the same mode more than once.
• Target creature gets +3/-3 until end of turn.
• Exile target nonland permanent, then return it to the battlefield tapped under its owner's control.
• Create a 1/1 colorless Eldrazi Scion creature token with "Sacrifice this token: Add
."
Instant
Eldrazi Confluence (m3c) 32
Experimental Augury
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Instant
Experimental Augury (one) 49
Feat of Resistance
Put a +1/+1 counter on target creature you control. It gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.)
Instant
Feat of Resistance (plst) KTK-10
Flux Channeler
Whenever you cast a noncreature spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Human Wizard
Flux Channeler (cmm) 847
High Tide
Until end of turn, whenever a player taps an Island for mana, that player adds an additional
.
Instant
High Tide (dmr) 54
Ichormoon Gauntlet
Planeswalkers you control have "[0]: Proliferate" and "[−12]: Take an extra turn after this one."
Whenever you cast a noncreature spell, choose a counter on target permanent. Put an additional counter of that kind on that permanent.
Artifact
Ichormoon Gauntlet (one) 56
Immortal Obligation
Return target creature card from an opponent's graveyard to the battlefield under their control with a duty counter on it. For as long as that creature has a duty counter on it, it is goaded, can't attack you or a permanent you control, and can't block creatures you control.
Instant
Immortal Obligation (mkc) 10
Inexorable Tide
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Enchantment
Inexorable Tide (pip) 177
Midnight Clock
: Add
.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact
Midnight Clock (drc) 79
Out Cold
This spell can't be countered. (This includes by the ward ability.)
Tap up to two target creatures and put a stun counter on each of them. Investigate. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Instant
Out Cold (mkm) 66
Prologue to Phyresis
Each opponent gets a poison counter.
Draw a card.
Instant
Prologue to Phyresis (one) 65
Ripples of Potential
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant
Ripples of Potential (lcc) 77
Serum Snare
Return target nonland permanent to its owner's hand. If that permanent had mana value 3 or less, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Instant
Serum Snare (one) 68
Staff of Compleation
, Pay 1 life: Destroy target permanent you own.
, Pay 2 life: Add one mana of any color.
, Pay 3 life: Proliferate.
, Pay 4 life: Draw a card.
: Untap this artifact.
Artifact
Staff of Compleation (tdc) 326
Steady Progress
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Draw a card.
Instant
Steady Progress (plst) MM2-58
Thoughtweft Gambit
Tap all creatures your opponents control and untap all creatures you control.
Instant
Thoughtweft Gambit (shm) 154
Unbounded Potential
Choose one —
• Put a +1/+1 counter on each of up to two target creatures.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Entwine
(Choose both if you pay the entwine cost.)
Instant
Unbounded Potential (cmm) 67

Suggestions (Comptetitive Counters)

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Clue
, Sacrifice this token: Draw a card.
Artifact Token - Clue
Clue (tinr) 22
Copy
(This token can be used to represent a token that's a copy of a permanent.)
Token
Copy (ttdm) 1
Monk
Prowess
Creature Token - Monk
Monk (ttdm) 3

Tokens & Extras

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Deck Info

Deck stats

30 pips - 26 cards
24 mana - 24 cards
32 pips - 28 cards
27 mana - 27 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
6 mana - 5 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Madam Legs aka Chun-Li"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nChun-Li is a retired Interpol agent helping to defeat Shadaloo, a villainous corporation that seeks to upend law and order in the world.\nShe now is retired, raises her adopted daughter Li-Fen and teaches Martial Arts.\nThis Deck tries to take all these lore backgrounds and their vibe when picking mechanics and spells\nbut primarily focuses on her moves in the fighting game Street Fighter she is one of the stars in.\n\nWhen you have difficulty finding Chun-Li in Databases, she is from a Secret Lair drop and the original Magic Card she is based on is "},{"insert":{"card-link":"Zethi, Arcane Blademaster"}},{"insert":" \n\nI've now created an upgraded, more competitive version of this Deck, if you want to try that one it's called "},{"attributes":{"link":"https://archidekt.com/decks/12976207/stunlock_chunli_loran_madam_legs_upgrade"},"insert":"Stunlock"},{"insert":".\n\nMove List"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe moves listed here are the main techniques for Chun-Li to use in this Deck.\nThe techniques are represented by Cards that either exactly or vaguely resemble the technique in a Fighting Game.\n\nWall-Jump"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"Flying, Vigilance and Protection"},{"insert":"\nOne of Chun-Li's ways to avoid opponent's attacks and turn the table on them is a wall jump.\n\nKikoken"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"Targeted Removal"},{"insert":"\nAn iconic move of Chun-Li's is a blue fire ball she can change the intensity and reach of.\nIt can be used to get some zoning damage (damage in range) going, but since it's slower moving\nthan most other projectiles in the game, it's primary use is countering opponent's projectiles.\n\nSoten Ranka"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"Finishing Move"},{"insert":"\nA newer move of Chun-Li's is a super move that does enormous damage and juggles an Opponent, in this Deck now it \"juggles\" and removes their creatures.\nIn this Deck it does not really work like a Finisher in the Magic the Gathering sense, but more like a Super Move, making her Attack even more powerful and scarier.\nI put "},{"insert":{"card-link":"Serpentine Ambush"}},{"insert":" in there because the base power and toughness boost is big, even for Magic standards, and it kinda has the flashy visual of a Street Fighter Super Move when you imagine Chun-Li during her attack turning into a giant Serpent, of course Serpents have nothing to do with Chun-Li or the concept of Kicking, but it's still a cool way to shapeshift in my humble opinion.\nIf you want something a bit more tasteful for Chun-Li there is also "},{"insert":{"card-link":"Majestic Metamorphosis"}},{"insert":" - i just don't own that card (yet) and think 5/5 for 2 Mana is better for a Finishing Move than 4/4 for 3 Mana even if it adds Flying and a Card Draw. And because a Finisher move should also bring great advantage over an opponent, there is also "},{"insert":{"card-link":"Succumb to the Cold"}},{"insert":" in there to diminish the Opponent's Blocker Options. Again, not a flavor win, because Chun-Li never did anything with Ice, but as a Finishing Move this is pretty potent.\n\nSpinning-Bird-Kick"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"background":"var(--light-background)","color":"var(--color)","italic":true},"insert":"Unblockable, Double Strike, Trample and Pump"},{"insert":"\n"},{"attributes":{"background":"var(--light-background)","color":"var(--color)"},"insert":"Beside \"Hundred Lightning Kicks\", simulated with Chun-Li's Multikicker ability, her second most prominent move is the Spinning-Bird-Kick,"},{"insert":"\nwhere she relentlessly attacks an opponent from the air. Hovering over the ground, making it very hard to hit her back.\n\nSerenity Stream"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"Lifegain"},{"insert":"\nA recent Move of Chun-Li is Serenity Stream, it is a Combo Setup that allows her to attack crouched, from the ground,\nin a long string of attacks.\n\nCombo Setup"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Draw, Discard, Cycle and Cost Reduction"},{"insert":"\nEverything that enables Chun-Li to punch harder and have her moves in the right order (meaning the right instants in the graveyard) before she enters (with a Multikick) and starts going.\n\nStage Crowd"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nChun-Li's Stages in her game generally feature a ton of onlookers in bustling cities.\nWhile Chun-Li is the single main fighter in this Deck, other creatures will serve as support and are not necessarily designed to attack together with her.\nThey are rather there to hold opponents off from committing a foul or fleeing the scene.\n\nLi-Fen"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nChun-Li adopted and raises Li-Fen, Chun-Li rescued her in one of her operations for Interpol. Her story is sad, so i'm not going too much into it here, but she definately deserves a cameo as an apprentice of martial arts. She's represented by "},{"insert":{"card-link":"Acrobatic Cheerleader"}},{"insert":".\n\nCammy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nCammy was Chun-Li's partner in a lot of her Operations fighting Shadaloo, they formed a tight bond and are both probably the most prominent female fighting game characters in video game history. She's represented by "},{"insert":{"card-link":"Stealer of Secrets"}},{"insert":" in this Deck. She would be able to stand for herself, but to have another \"main character\" in a Voltron Deck wouldn't make much sense.\n\nBonus Stage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAs an homage to the Bonus Stage where you have to destroy a car in a set amount of time to gain a higher score overall i put "},{"insert":{"card-link":"Thing in the Ice // Awoken Horror"}},{"insert":" into this Deck. Every \"kick\" (instant spell from her Multikicker) removes an ice counter and once the ice is gone every creature that is not a Horror gets propelled back to each player's hand. For Chun-Li that's not a big problem, especially when this happens very early, before she has a lot of Auras and Equipment attatched and only few or no +1/+1 Counters on her. But for everyone else, who isn't running a Voltron Deck will probably have this move destroy their plans.\n\nCheat Codes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSpells that aren't meant for Chun-Li herself to kick - Sorceries, general Enchantments, Non-Equipment Artifacts as well as Instants that would be too expensive for her to carry into combat or wouldn't make sense to be played by her during an Attack Phase only. See it like Cheat Codes you use on a console if you really want to win.\n\n\nHow to Play"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThe Game with Chun-Li has 3 phases that have to be very well timed in order for the Commander to perform well against other decks.\nThe Deck is a Voltron Spellslinger Deck, where the attacking Commander takes over the Job of slinging Instant Spells. This is not a Control deck.\nEverything in this Deck is designed for Chun-Li to be out and attacking as soon as possible with as many Instant Spells as possible in the Graveyard.\nBut because she is not a Reanimation Commander, just Milling your own library does not work in her favor. So the main Options to get the right Spells into\nthe Graveyard and exiled by her ASAP are Cycle and Discard Spells or to straight up just play the Instant Spells so they resolve and go into the Graveyard.\n\n"},{"attributes":{"italic":true},"insert":"Voltron - a Deck type that centers around supporting their Commander as the main Attacker, spending a lot of card slots for protection and strengthening the Commander's attacks. When there are additional Creatures they only serve as support for the Commander with their Game Plan or to bridge gaps in resources or slower Game Plans."},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"Spellslinger - a Deck type that focuses on casting a lot of Instant and/or Sorcery spells. Spellslinger decks feature a lot of ramp to pay for the spells, often might have spell copy abilities and usually also have alternative ways to cast spells."},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"Control - a Deck type that seeks to control the board to gain maximum advantage against opponents. This is the main type for Decks in Azorius colors (Blue and White), but Chun-Li sacrifices this control in part by reducing the main spell window to her attacks. You can still opt to play your instant spells regularly and establish control that way but then Chun-Li will lack a lot of resources."},{"insert":"\n\nAdressing the Hullbreaker Horror in the Room"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" is vital to Chun-Li's Game Plan as a regular Card, outside of any infinite Combo, he helps her by removing further opponent obstacles from the board and can rescue her when ever you play a multikicked instant spell copy from the exile. But in any modern Commander Deck, like this one here, which will always feature a "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" turns into an Infinite Combo Piece. This then makes him technically a Game Changer for Commander and would put this Deck into Bracket 3 through the Infinite Combo anyway. But this Deck is slow and not yet tuned for true competitive play, that is the main reason i kept the Deck at Bracket 2. Once i upgraded and optimized it well, i will consider upgrading to Bracket 3. Just remember - if you are agreeing to a Bracket 2 game, make sure that everyone knows that you have an Infinite Combo, but won't use it in a Bracket 2 game, so you can use "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" to help Chun-Li in Combat. Replacing him to 100% play by the Bracket Rules is hard, i couldn't find anything as potent for Chun-Li's Game Plan to replace him with yet.\n\nHere is the Infinite Combo in Detail: "},{"attributes":{"link":"https://commanderspellbook.com/combo/513-5034--46/"},"insert":"https://commanderspellbook.com/combo/513-5034--46/"},{"insert":"\n\nPhase 1: Setup"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"Duration of max. 4-5 Turns"},{"insert":"\n\nThe Deck features 36 Lands, one Flippable Instant/Land Card with "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":", and 10 Ramp Options, in order to be able to get the Mana you need to cast as many of the Multikicked Exiled Spells during one of Chun-Li's Attacks as possible in Phase 3. Within the Land Base there is also "},{"insert":{"card-link":"Mistrise Village"}},{"insert":" to use when ever you really want a certain Spell played by yourself or Chun-Li to resolve and not be countered. Probably the wisest use are Instant Spells and/or any other flashed Spell that protects Chun-Li from Removal.\n\nBut in order to build a good Instant Selection during Phase 1 you have to bring Instant Spells into the graveyard and have enough Mana ready to cast Chun-Li the first time for 3 Mana plus how many Instant Spells you want to Exile from the Graveyard in Phase 2. And additionally try to get enchantments into your hand and equipment on the battlefield for Chun-Li to pick up in Phase 2. To get Instant Spells into the Graveyard you can just play them before Chun-Li arrives, for example on some smaller creatures that then get to become more dangerous for a turn and do some first damage to an opponent. Or just cycle them if they have that Ability or discard them with the discard Spell selections in this Deck. The best example for such a Discard Spell is probably "},{"insert":{"card-link":"Winternight Stories"}},{"insert":", because you won't be discarding Creatures you get to discard 2 Instant Spells at the same time.\n\nI'd suggest to not go below 4 Instant Spells already waiting in your Graveyard when Chun-Li arrives. Meaning you should at least have 7 Mana ready, with 6 of it being in Azorius Colors, when you choose to play Chun-Li, which is usually Mid-Game. This means ultimately that the Setup Phase consists of Casting, Discarding and Cycling Instant Spells while getting Creatures and other Spells in preparation for Chun-Li's arrival, some first little pokes at opponents and general protection of Chun-Li and your own board ready. Phase 1 is where Lifegain is the most crucial in this Deck, because without Chun-Li out, the entire Early Game you might be very open to Attacks and direct damage. Small Creatures, Protection and Lifegain in this Deck will try to mitigate that.\n\nAn generally optimal Instant Spell Setup in the Graveyard would be to have one Instant Spell of each of her 5 techniques, described above, in the Graveyard:\n"},{"attributes":{"bold":true},"insert":"Kikoken"},{"insert":" - for Chun-Li to be able to do damage to an Opponent you often have to remove/damage other Creatures or Spells while you are attacking, some Opponents might even flash in Creatures during your attack, so at least one counterspell or removal/damage Spell should be part of your Setup."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Spinning-Bird-Kick"},{"insert":" - one Instant Spell that pumps Chun-Li and gives her either Unblockable or any other Effect that benefits her during her Attack of an Opponent or potentially a Blocker."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Serenity Stream"},{"insert":" - one Instant Spell with several effects or options should be in there, too, serving as the Spell that helps in most unforseen situations or just enables you to do an actual Card combo."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Soten Ranka"},{"insert":" - optional unless you go against Go-Wide Decks with a ton of Creatures - one Instant Spell that removes several Creatures or all Opponent Creatures from the Game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Wall Jump"},{"insert":" - semi optional - if you didn't get an Aura that gives Chun-Li Vigilance and/or Flying yet, have an Instant Spell in the Graveyard that does just that, or one that bounces her back, out of dire situations during an Attack, back to your hand for example."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nInstants > Enchantments > Equipment"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nAll 5 techniques have also Cards that aren't Instant Spells, like Enchantments or Equipment, in this Deck, as emergency alternatives, so you don't rely on Instant Card luck only in order to get the Game Plan going. Still, Instant Spells, logically, take over most of this Deck's Card Slots. Enchantments have the benefit for Chun-Li that they only have to be payed for once and stay until Chun-Li bounces, is destroyed or gets exiled into the Command Zone, which is their biggest downside. Equipment has to be payed for twice, for playing and then equipping it, but other than Equipments it won't vanish if Chun-Li gets bounced, exiled or destroyed, unless the removal Spell played on her specifically says so. All of that said, Instant Spells are still the best, most reliable and most powerful options Chun-Li has - there is a good mechanical and balancing reason for Instant spells being Instants and normally not staying in the game like they kinda do with Chun-Li. \n\nAll three Spell types can of course be used on other Creatures, too, but only Enchantments then are locked in and can not be swapped out, Instant Spells Chun-Li gets to still pick up and \"reuse\" from the Graveyard if they were played on other Creatures first, so this \"locked in\" limitation really only applies to Enchantments.\n\nPhase 2: Arrival"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"Duration of max. 2 Turns"},{"insert":"\n\nYou have 7 Mana ready, and at least 4 potent Instant Spells in your Graveyard, a few Equipment and/or Enchantment pieces ready. Now you can cast Chun-Li for the first time from her Command Zone.\nYou pay 3 Mana for her, and 4 additional Mana (all in White or Blue) for the Spells to become Exiled from the Graveyard and put one Kick-Counter on them each.\nShe has summoning Sickness and because there is no Haste in this Deck she won't get to attack right away, but without a lot of Mana left during the Turn she arrives in, it doesn't make much sense anyway to have her attack right away.\nYou can use the Turn Chun-Li comes in, and maybe one Turn after, to equip and enchant her for protection and to activate what ever abilities you want to activate from other creatures in order to pump Chun-Li for the next Phase.\n\nPhase 3: Combat"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"Should optimally be starting from Turn 6-8"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Duration: To Victory!"},{"insert":"\n\nAfter Chun-Li was first set up, is enchanted, fully equipped, and out of her Summoning Sickness, you can go into Combat with her.\nAlways remember that this is a Voltron Deck, so hold most of your Mana back for Chun-Li's attacks and only pay Mana for Creatures or other Spells if you really need to or if you feel like you are still lacking protection, ramp or other basic Spell Types.\nNow, during Attacks, it is highly situational which Instant Spells with a Kick Counter on them you want to cast from Exile and in what order.\nThis is where the Game Plan opens up and you can get super creative, the Voltron turns into a Spellslinger during Chun-Li's attack.\nHaving Counterspells kicked might be counter intuitive at first, because you will only be able to play them during your Attack Phase once they are in the Graveyard and Exiled by Chun-Li, but what Chun-Li mechanically uses to do her work is the one Stack she gets during her Attack, so having Counterspells ready within her Exiled Kick Spells, will help you keep her Attack Stack clear of any Opponent's Interaction.\n\nPhase 3+: Go Again"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"Against all Odds"},{"insert":"\n\nIf you didn't manage to get Chun-Li protected properly in time and didn't have a Bounce spell to rescue her into your hand, she will get targeted by opponent's removal spells pretty relentlessly.\nBut her relatively low Mana Cost of 3 Mana makes recasting her from the Command Zone cost only 5 Mana and if you have to recast her for a second time in a game 7 Mana.\nThe Spells she kicked into Exile keep their Kick Counters even if she's removed, so when she comes back she has the originally kicked Spells still at her disposal and can kick additional ones - this is the point where you can really benefit from Chun-Li getting removed once or twice or if you feel like you have powerful spells in the Graveyard that need to be kicked aswell now, you can just bounce her into your hand and cast her next Turn with additional Multikicks. So never stop filling your Graveyard with additional Instants for new Multikicks, later down the line, by Chun-Li.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nCharge Counters"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nTwo Artifacts in this Deck use Charge Counters:\n"},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":" \n"},{"insert":{"card-link":"Lost Jitte"}},{"insert":" \n\nTo help with those Artifacts to do more and faster work, I added "},{"insert":{"card-link":"Surge Node"}},{"insert":" - just pay one mana each round to move one Charge Counter from the Node onto the Jitte or Chalice. This also means it's potentially enough to use 4 mana to play the Chalice at first and later boost it further with the Node.\n\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Kicks don't Survive the Graveyard!"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nReferring to the Keyword on a Spell and not to Chun-Li's Multikicker ability.\nYou can not have a kicked spell keep their kicked mode/value when it goes into the Graveyard after being kicked.\nSo if you kick an Instant Spell, have it resolve and go to the Graveyard, it looses it's active kicked mode and/or value.\nIf you then exile it with Chun-Li's multikick and play it's copy on one of her attacks, you will have to pay the Spell's own, separate Kick costs aswell, if you want it's own Kick Mode and/or Value to take effect!\nTLDR: While Chun-Li is a Multikicker, having Instant Spells with Kick as her Kicked Spells doesn't really bring any benefit to her Game Plan specifically and might just add some additional options to the spell slot.\n\n\nJust a Copy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nChun-Li's kicked spells stay in Exile, with a kick counter on them. And even when she attacks she does not interact with those spells directly but generates a separate copy of them. So, just like spells loosing played kicks or values on themselves in the graveyard, a fresh copy of a spell will not remember anything of it's past plays. You cast the copy with Chun-Li attacking like a completely new instant spell every time. And only once per attack unless you add something that can generate further copies of instant spells as Chun-Li attacks.\n\n\nAdditional Ideas"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nHere is a good video for Chun-Li by YouTube channel \"Uncommon Ramen\" using a different approach (milling, a bit more go-wide, more expensive instants, proliferate) but giving you a well informed and much more competitive take on building for Chun-Li and what to look out for when playing her: "},{"attributes":{"link":"https://www.youtube.com/watch?v=N_ottqp7kbM"},"insert":"https://www.youtube.com/watch?v=N_ottqp7kbM"},{"insert":" \n\nThe few similarities in card picks in the video are purely coincidental, i only watched the video after finalizing the first version of this deck. "},{"insert":{"card-link":"Monastery Mentor"}},{"insert":" for example is a remnant of my initial idea to \"go wide\" with tokens and copying creatures, like Chun-Li is copying spells, but it took way too many slots and diminished Chun-Li's own options, so i don't have a lot of \"go wide\" mechanics in this deck anymore. But Prowess is definately the first pick for synergy, and this is missing in my deck a lot, probably because my "},{"attributes":{"link":"https://archidekt.com/decks/12626415/jeskai_otten_strm_shiko_and_narset_narset_elsha_bria_ral_alania_veyran_jhoira_nivmizzet_jeskai_striker"},"insert":"Narset's Jeskai Storm Upgrade"},{"insert":" ate all my best prowess cards. \"Go wide\" will never return to this Chun-Li deck, i designed it specifically for Chun-Li to attack alone and might even swap Prowess with Exalted like in "},{"insert":{"card-link":"Angelic Benediction"}},{"insert":" for later Updates.\n\nBlink or Phase Out would be a great alternative for bouncing Chun-Li in order to protect her during Attacks, but it would deny you the ability to let her Multikick again, like a bounce to the Hand would allow for, because she just comes back from the Blink's Exile and doesn't get cast, so you don't get to play her Multikick again that way.\n\n\nUpdate 05/06/2025: Replaced Out Cold with Serpentine Ambush\n"}]}
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