BengisBongis
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Commander
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{"ops":[{"attributes":{"underline":true},"insert":"Gameplan"},{"insert":"\n\tThis deck wants to use Kain, Traitorous Dragoon as a combination value engine and commander damage win condition.\n\tI want to ramp on turn 2 and play Kain on turn 3. On turn 4, I want to play an Equipment, suit up Kain, attack, then reap the benefits.\n\tIdeally, I want to make deals with Kain: attack a player who's lagging behind in exchange for them attacking me back. They get a much-needed boost, and I get my commander back. I'd prefer not to attack the threat player in the early game, but I think things will work out in most cases. If my opponents attack each other with Kain, then fine, that's more commander damage dealt to them. If they attack me, then good. I get to suit up Kain even more and make bigger attacks.\n\tAt some point, I need to get Kain back. Maybe I'll get him back naturally, but Kaya's Ghostform effects plus removal help provide an extra avenue to get him back. (Removal also helps provide a safety net if I'm at risk to dying to my own Kain.)\n\tEventually, I can turn Kain into a lethal threat, and I can start KOing opponents (ideally, starting with the threat player). If Kain KOs someone, then there's no player to give Kain to, Kain stays with me, and I can continue to KO players on subsequent turns. And, if my remaining opponents manage to get rid of Kain, Treasures can help pay for the commander tax. Also, another reason to not attack the threat player early on until I can KO them in one shot: the more chip damage the rest of table has overall, the less mana I have to spend re-equipping stuff before I can get into KO range.\n\n"},{"attributes":{"underline":true},"insert":"Bracket"},{"insert":"\n My intention is for this deck to operate in Core (Bracket 2).\n Voltron decks usually need 3 turns to win the game. If I start KOing people on turns 6 or 7, it's still gonna take me until turns 8 or 9 before I can definitively win.\n I intend to make my Voltron intentions clear when I play this deck. I might play an Equipment to explode in power, but my plan is telegraphed and I'm incapable of fully winning the game in a single turn.\n\n"},{"attributes":{"underline":true},"insert":"Revisions"},{"insert":"\n Kain is very good at drawing cards, so I had lowered my land count considerably. I learned from experience that's risky. I do need to get to 3 lands or 2 lands + a rock to play Kain. Either way, I've increased the land count by 2 and added a lot more utility lands. I hope this will help offset land flooding. Either way, Cabal Stronghold was not worth running only Swamps. Although, I will miss other Swamps Matter cards like Consuming Corruption and Lashwrithe.\n I also made other changes. Why? I looked through cards I have and I liked, then cut cards I didn't like. If I had to name any trends, it was less ramp and draw, then more lifegain and protection.\n"}]}
Commander
Kain, Traitorous Dragoon
Jump — During your turn, Kain has flying.
Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life.
Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life.
Legendary Creature - Human Knight

Commander
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Draw
Adaptive Omnitool
Equipped creature gets +1/+1 for each artifact you control.
Whenever equipped creature attacks, look at the top six cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equip
Whenever equipped creature attacks, look at the top six cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equip
Artifact - Equipment

Obsessive Pursuit
When this enchantment enters and at the beginning of your upkeep, you lose 1 life and create a Clue token. (It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you attack, put X +1/+1 counters on target attacking creature, where X is the number of permanents you've sacrificed this turn. If X is three or more, that creature gains lifelink until end of turn.
Whenever you attack, put X +1/+1 counters on target attacking creature, where X is the number of permanents you've sacrificed this turn. If X is three or more, that creature gains lifelink until end of turn.
Enchantment

Pact Weapon
As long as this Equipment is attached to a creature, you don't lose the game for having 0 or less life.
Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value.
Equip—Discard a card.
Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value.
Equip—Discard a card.
Artifact - Equipment

Draw
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Evasion
Evasion
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Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Land
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Mass Disruption
Gix's Command
Choose two —
• Put two +1/+1 counters on up to one creature. It gains lifelink until end of turn.
• Destroy each creature with power 2 or less.
• Return up to two creature cards from your graveyard to your hand.
• Each opponent sacrifices a creature with the greatest power among creatures they control.
• Put two +1/+1 counters on up to one creature. It gains lifelink until end of turn.
• Destroy each creature with power 2 or less.
• Return up to two creature cards from your graveyard to your hand.
• Each opponent sacrifices a creature with the greatest power among creatures they control.
Sorcery

Invasion of Fiora
(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, choose one or both —
• Destroy all legendary creatures.
• Destroy all nonlegendary creatures.
When this Siege enters, choose one or both —
• Destroy all legendary creatures.
• Destroy all nonlegendary creatures.
Battle - Siege


Mass Disruption
(CTRL to add secondary)
Protection
Changing Loyalty
Flash
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
When enchanted creature dies, return it to the battlefield under your control.
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
When enchanted creature dies, return it to the battlefield under your control.
Enchantment - Aura

Ring of Xathrid
: Regenerate equipped creature. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's black.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's black.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Thran Power Suit
Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Vincent's Limit Break
Tiered (Choose one additional cost.)
Until end of turn, target creature you control gains "When this creature dies, return it to the battlefield tapped under its owner's control" and has the chosen base power and toughness.
• Galian Beast — — 3/2.
• Death Gigas — — 5/2.
• Hellmasker — — 7/2.
Until end of turn, target creature you control gains "When this creature dies, return it to the battlefield tapped under its owner's control" and has the chosen base power and toughness.
• Galian Beast — — 3/2.
• Death Gigas — — 5/2.
• Hellmasker — — 7/2.
Instant

Protection
(CTRL to add secondary)
Ramp
Goldvein Pick
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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
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

Prying Blade
Equipped creature gets +1/+0.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Ramp
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Voltron
Voltron
(CTRL to add secondary)
Maybeboard
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Strength-Testing Hammer
Whenever equipped creature attacks, roll a six-sided die. That creature gets +X/+0 until end of turn, where X is the result. Then if it has the greatest power or is tied for greatest power among creatures on the battlefield, draw a card.
Equip
Equip
Artifact - Equipment

Umezawa's Jitte
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Legendary Artifact - Equipment

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"underline":true},"insert":"Gameplan"},{"insert":"\n\tThis deck wants to use Kain, Traitorous Dragoon as a combination value engine and commander damage win condition.\n\tI want to ramp on turn 2 and play Kain on turn 3. On turn 4, I want to play an Equipment, suit up Kain, attack, then reap the benefits.\n\tIdeally, I want to make deals with Kain: attack a player who's lagging behind in exchange for them attacking me back. They get a much-needed boost, and I get my commander back. I'd prefer not to attack the threat player in the early game, but I think things will work out in most cases. If my opponents attack each other with Kain, then fine, that's more commander damage dealt to them. If they attack me, then good. I get to suit up Kain even more and make bigger attacks.\n\tAt some point, I need to get Kain back. Maybe I'll get him back naturally, but Kaya's Ghostform effects plus removal help provide an extra avenue to get him back. (Removal also helps provide a safety net if I'm at risk to dying to my own Kain.)\n\tEventually, I can turn Kain into a lethal threat, and I can start KOing opponents (ideally, starting with the threat player). If Kain KOs someone, then there's no player to give Kain to, Kain stays with me, and I can continue to KO players on subsequent turns. And, if my remaining opponents manage to get rid of Kain, Treasures can help pay for the commander tax. Also, another reason to not attack the threat player early on until I can KO them in one shot: the more chip damage the rest of table has overall, the less mana I have to spend re-equipping stuff before I can get into KO range.\n\n"},{"attributes":{"underline":true},"insert":"Bracket"},{"insert":"\n My intention is for this deck to operate in Core (Bracket 2).\n Voltron decks usually need 3 turns to win the game. If I start KOing people on turns 6 or 7, it's still gonna take me until turns 8 or 9 before I can definitively win.\n I intend to make my Voltron intentions clear when I play this deck. I might play an Equipment to explode in power, but my plan is telegraphed and I'm incapable of fully winning the game in a single turn.\n\n"},{"attributes":{"underline":true},"insert":"Revisions"},{"insert":"\n Kain is very good at drawing cards, so I had lowered my land count considerably. I learned from experience that's risky. I do need to get to 3 lands or 2 lands + a rock to play Kain. Either way, I've increased the land count by 2 and added a lot more utility lands. I hope this will help offset land flooding. Either way, Cabal Stronghold was not worth running only Swamps. Although, I will miss other Swamps Matter cards like Consuming Corruption and Lashwrithe.\n I also made other changes. Why? I looked through cards I have and I liked, then cut cards I didn't like. If I had to name any trends, it was less ramp and draw, then more lifegain and protection.\n"}]}

























































































