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Commander
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{"ops":[{"insert":"Hello there, I'm here with a spicy brew for the June 2025 deckbuilding competition, Taking a look at "},{"insert":{"card-link":"Cloud, Midgar Mercenary"}},{"insert":" and how it can be used to double anything!\n\nCloud is very unusual, trigger doublers are becoming common nowadays, but "},{"attributes":{"link":"https://tagger.scryfall.com/tags/card/trigger-doubler"},"insert":"most of them"},{"insert":" care about a specific type of trigger (like Etbs), rather than a quality of the card (I can only think of the recent "},{"insert":{"card-link":"Mirror Room // Fractured Realm"}},{"insert":" )\n\nIt's limited to equipments and effects given to cloud, but changing things into equipment is doable when you add Red ("},{"insert":{"card-link":"Bludgeon Brawl"}},{"insert":" "},{"insert":{"card-link":"Dan Lewis"}},{"insert":"), with that idea set, it was time to find a way to access cloud and protect him, as a secret commander.\n\n"},{"attributes":{"bold":true},"insert":"Why this deck? "},{"insert":"\n\n**You may like this deck if you:**\n* Like decks that do their gameplan consistently.\n* Like your deck relying on a secret commander.\n* Exclusively play commanders with below 100 decks on EDHREC. (20 decks at the time of writing)\n\n**You may dislike this deck if you:**\n* Hate decks with very specific play sequences (this deck first 4 turns will generally play the same, gotta set-up the engine you know).\n* can't imagine a deck without "},{"insert":{"card-link":"Sol Ring"}},{"insert":".\n\n"},{"attributes":{"bold":true},"insert":"Power Level and Budget."},{"insert":"\n\nThe deck is very consistent at setting up the engine, and the power level is fine it's a lot of big artifact token beaters, I made sure the deck played well without Cloud, just in case a hater in your playgroup decided to swords to plowshares it directly after it came into play.\n\nThe deck is fairly expensive in comparison to my other brews, turns out, the best triggered abilities that aren't Etbs are very good and tend to be expensive (hi "},{"insert":{"card-link":"Simulacrum Synthesizer"}},{"insert":" ), but there are cheaper payoffs that are probably fine, I just wanted to ensure the deck was able to do powerful enough stuff within the constraints of the choice of strategy\n\n\n"},{"attributes":{"bold":true},"insert":"The Deck"},{"insert":"\n\n**1) The Commander(s)**\n\nI knew I wanted Dan Lewis in the command zone, the other half required to make cloud copy anything\nLuckily for me, the fine people in GamesfreakSA (long may he reign) discord made me realize that "},{"insert":{"card-link":"The First Doctor"}},{"insert":" came with a way to cascade in the command zone "},{"insert":{"card-link":"TARDIS"}},{"insert":" , for the simple price of removing anything 2 mana and below, I could have both pieces at the ready every game, perfect.\n\n**2) Protection**\n\nWho says secret commander says \"protection and recursion\" so I packed the deck with a ton of cards able to do just that, a lot of them are equipments, because Cloud can search one of them to make sure after coming into play, it's sticking around!\nWhile the deck contains the regulars like "},{"insert":{"card-link":"Mithril Coat"}},{"insert":" , My favorite is "},{"insert":{"card-link":"Assimilation Aegis"}},{"insert":" the perfect way to add a exile proof layer of protection over Cloud.\nThe deck contains a second kind of protection, a few cards that phase out "},{"insert":{"card-link":"Clever Concealment"}},{"insert":", they make cloud disappear alongside ANYTHING equipped to it, crazy good to dodge boardwipes with more or less everything you own.\n\n**3) Payoffs**\n\nSo, what do we do with Cloud? We double stuff, basically any artifact with a trigger that isn't an etb is fair game, I went with stuff making golems, constructs and more "},{"insert":{"card-link":"Thousand Moons Smithy // Barracks of the Thousand"}},{"insert":" (the backside is an artifact) "},{"insert":{"card-link":"Midnight Clock"}},{"insert":" "},{"insert":{"card-link":"Simulacrum Synthesizer"}},{"insert":" "},{"insert":{"card-link":"Chimil, the Inner Sun"}},{"insert":" , this part is pretty free form, I picked what I thought were the best ones!\n\n**4) Artifact and Equipment Matter**\n\nThe deck has to function without Cloud, so I made it a pretty competent Artifact deck, with a few cards that work incredibly well with dan lewis like "},{"insert":{"card-link":"Kemba, Kha Regent"}},{"insert":" or just want you to drop artifacts into play every turn like "},{"insert":{"card-link":"Digsite Engineer"}},{"insert":" "},{"insert":{"card-link":"Sai, Master Thopterist"}},{"insert":" \nThe deck is very centered around cmc 3 (required for cloud cascade shenanigans) and 4, which allow for Tardis to be used some more after the Cloud Search.\n\n**5) The Veggies**\n\nRamp, Draw and Removals, like the rest, it has to follow the one rule: 3 mana and up, we are playing the usual "},{"insert":{"card-link":"Generous Gift"}},{"insert":" "},{"insert":{"card-link":"Chaos Warp"}},{"insert":" and a healthy serving of boardwipes.\nI play a lot of mana rocks at 3 mana, they allow me to jump from 3 mana to 6 really quickly, a very important thing to be able to \"catch up\" with the table (you are usually kinda wasting your first few turns)\n\n\n**6) You said double anything right? **\n\nI allowed myself to go a bit deeper into the combo with a single card, as a treat. "},{"insert":{"card-link":"Captain Rex Nebula"}},{"insert":" can change any card into a vehicle, making it an artifact and NOT a creature, the perfect typeline to equip for a turn any enchantment or creature with a cool trigger such as "},{"insert":{"card-link":"Firion, Wild Rose Warrior"}},{"insert":" or "},{"insert":{"card-link":"Jhoira, Weatherlight Captain"}},{"insert":" it's more or less useless without cloud, so I didn't push harder in that direction with "},{"insert":{"card-link":"Mycosynth Lattice"}},{"insert":" and co, but I figured I would at least add one ! :p\n\n\n"},{"attributes":{"bold":true},"insert":"Tips to play the deck"},{"insert":"\n\nThis deck takes a few games to appreciate the tempo of the first few turns correctly, so I will give a few tips to play it better\n\n1) Is anyone else playing white?\nCloud being exiled can be annoying for the deck, and a key factor in when to cascade into cloud and what to search with it should be seeing if someone is playing white and has mana untapped at the table\n"},{"insert":{"card-link":"Assimilation Aegis"}},{"insert":" is very good to protect cloud from a swords to plowshares later in the game, against other colors "},{"insert":{"card-link":"Mithril Coat"}},{"insert":" will cost you less mana overall to keep the commander around.\n\n2) What starting hand to keep ?\nGenerally, you want your starting hand to contain 3 lands and a mana rock, you will likely play said rock on turn 3 and the first doctor + tardis on turn 4\n \n3) Turn 2 Dan Lewis or not turn 2 Dan Lewis?\nplaying the \"other half\" of the combo early in the game might be wrong, a few deciding factors can be \"how likely it is for a early boardwipe to happen\" and \"how much mana can I generate by turn 5\"\n\n4) When to cascade into Cloud?\n\nRunning Cloud out as soon as possible can be a mistake, you want cloud to do stuff as soon as it enters, that means you want to be able to equip it with other stuff right away.\nyou also never want to play it without being able to play the defensive tool it searched on ETB.\n\n"},{"attributes":{"bold":true},"insert":"The End"},{"insert":"\n\nAnd Here it is, secret commander Cloud, ready to make your opponents scratch their head and whisper faintly \"Why?\".\n\nFeel free to drop a like on the decklist if you enjoyed the deck and a comment if you have a recommendation it, I would really appreciate it! :)\n"}]}
Commander
The First Doctor
When The First Doctor enters, search your library and/or graveyard for a card named TARDIS, reveal it, and put it into your hand. If you search your library this way, shuffle.
Whenever you cast a spell with cascade, put a +1/+1 counter on target artifact or creature.
Whenever you cast a spell with cascade, put a +1/+1 counter on target artifact or creature.
Legendary Creature - Doctor Time Lord

Commander
(CTRL to add secondary)
Burn
Eivor, Battle-Ready
Vigilance (Attacking doesn't cause this creature to tap.)
Haste (This creature can attack as soon as it comes under your control.)
Whenever Eivor attacks, it deals damage equal to the number of Equipment you control to each opponent.
Haste (This creature can attack as soon as it comes under your control.)
Whenever Eivor attacks, it deals damage equal to the number of Equipment you control to each opponent.
Legendary Creature - Human Warrior Assassin

Burn
(CTRL to add secondary)
Creature
Captain Rex Nebula
At the beginning of combat on your turn, choose target nonland permanent you control. Until end of turn, it becomes a Vehicle artifact with base power and toughness each equal to its mana value, and it gains crew 2 and "Crash Land — Whenever this Vehicle deals damage, roll a six-sided die. If the result is equal to this Vehicle's mana value, sacrifice this Vehicle, then it deals that much damage to any target."
Legendary Creature - Human Pilot Employee

Cloud, Midgar Mercenary
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
Legendary Creature - Human Soldier Mercenary

Firion, Wild Rose Warrior
Equipped creatures you control have haste.
Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost less to activate." Sacrifice that token at the beginning of the next upkeep.
Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost less to activate." Sacrifice that token at the beginning of the next upkeep.
Legendary Creature - Human Warrior Rebel

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

Forensic Gadgeteer
Whenever you cast an artifact spell, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Activated abilities of artifacts you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
Activated abilities of artifacts you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
Creature - Artificer Vedalken Detective

Palantír of Orthanc
At the beginning of your end step, put an influence counter on Palantír of Orthanc and scry 2. Then target opponent may have you draw a card. If that player doesn't, you mill X cards, where X is the number of influence counters on Palantír of Orthanc, and that player loses life equal to the total mana value of those cards.
Legendary Artifact

TARDIS
Flying
Whenever this Vehicle attacks, if you control a Time Lord, the next spell you cast this turn has cascade and you may planeswalk.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever this Vehicle attacks, if you control a Time Lord, the next spell you cast this turn has cascade and you may planeswalk.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle

Draw
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Land
Land
(CTRL to add secondary)
Protection
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Sword of War and Peace
Equipped creature gets +2/+2 and has protection from red and from white.
Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand.
Equip
Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand.
Equip
Artifact - Equipment

Protection
(CTRL to add secondary)
Ramp
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

Éowyn, Lady of Rohan
At the beginning of combat on your turn, target creature gains your choice of first strike or vigilance until end of turn. If that creature is equipped, it gains first strike and vigilance until end of turn instead.
Equip abilities you activate cost less to activate.
Equip abilities you activate cost less to activate.
Legendary Creature - Human Noble

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.
: 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

Replicating Ring
: Add one mana of any color.
At the beginning of your upkeep, put a night counter on this artifact. Then if it has eight or more night counters on it, remove all of them and create eight colorless snow artifact tokens named Replicated Ring with ": Add one mana of any color."
At the beginning of your upkeep, put a night counter on this artifact. Then if it has eight or more night counters on it, remove all of them and create eight colorless snow artifact tokens named Replicated Ring with ": Add one mana of any color."
Snow Artifact

Vexing Puzzlebox
Whenever you roll one or more dice, put a number of charge counters on this artifact equal to the result.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
Artifact

Ramp
(CTRL to add secondary)
Recursion
Recursion
(CTRL to add secondary)
Removal
Assimilation Aegis
When this Equipment enters, exile up to one target creature until this Equipment leaves the battlefield.
Whenever this Equipment becomes attached to a creature, for as long as this Equipment remains attached to it, that creature becomes a copy of a creature card exiled with this Equipment.
Equip
Whenever this Equipment becomes attached to a creature, for as long as this Equipment remains attached to it, that creature becomes a copy of a creature card exiled with this Equipment.
Equip
Artifact - Equipment

Banish to Another Universe
Affinity for historic permanents (This spell costs less to cast for each artifact, legendary, and/or Saga permanent you control.)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Enchantment

Removal
(CTRL to add secondary)
Tokens
Thousand Moons Smithy
When Thousand Moons Smithy enters, create a white Gnome Soldier artifact creature token with "This token's power and toughness are each equal to the number of artifacts and/or creatures you control."
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
Legendary Artifact


Urabrask's Forge
At the beginning of combat on your turn, put an oil counter on this artifact, then create an X/1 red Phyrexian Horror creature token with trample and haste, where X is the number of oil counters on this artifact. Sacrifice that token at the beginning of the next end step.
Artifact

Tokens
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Tutor
Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Hello there, I'm here with a spicy brew for the June 2025 deckbuilding competition, Taking a look at "},{"insert":{"card-link":"Cloud, Midgar Mercenary"}},{"insert":" and how it can be used to double anything!\n\nCloud is very unusual, trigger doublers are becoming common nowadays, but "},{"attributes":{"link":"https://tagger.scryfall.com/tags/card/trigger-doubler"},"insert":"most of them"},{"insert":" care about a specific type of trigger (like Etbs), rather than a quality of the card (I can only think of the recent "},{"insert":{"card-link":"Mirror Room // Fractured Realm"}},{"insert":" )\n\nIt's limited to equipments and effects given to cloud, but changing things into equipment is doable when you add Red ("},{"insert":{"card-link":"Bludgeon Brawl"}},{"insert":" "},{"insert":{"card-link":"Dan Lewis"}},{"insert":"), with that idea set, it was time to find a way to access cloud and protect him, as a secret commander.\n\n"},{"attributes":{"bold":true},"insert":"Why this deck? "},{"insert":"\n\n**You may like this deck if you:**\n* Like decks that do their gameplan consistently.\n* Like your deck relying on a secret commander.\n* Exclusively play commanders with below 100 decks on EDHREC. (20 decks at the time of writing)\n\n**You may dislike this deck if you:**\n* Hate decks with very specific play sequences (this deck first 4 turns will generally play the same, gotta set-up the engine you know).\n* can't imagine a deck without "},{"insert":{"card-link":"Sol Ring"}},{"insert":".\n\n"},{"attributes":{"bold":true},"insert":"Power Level and Budget."},{"insert":"\n\nThe deck is very consistent at setting up the engine, and the power level is fine it's a lot of big artifact token beaters, I made sure the deck played well without Cloud, just in case a hater in your playgroup decided to swords to plowshares it directly after it came into play.\n\nThe deck is fairly expensive in comparison to my other brews, turns out, the best triggered abilities that aren't Etbs are very good and tend to be expensive (hi "},{"insert":{"card-link":"Simulacrum Synthesizer"}},{"insert":" ), but there are cheaper payoffs that are probably fine, I just wanted to ensure the deck was able to do powerful enough stuff within the constraints of the choice of strategy\n\n\n"},{"attributes":{"bold":true},"insert":"The Deck"},{"insert":"\n\n**1) The Commander(s)**\n\nI knew I wanted Dan Lewis in the command zone, the other half required to make cloud copy anything\nLuckily for me, the fine people in GamesfreakSA (long may he reign) discord made me realize that "},{"insert":{"card-link":"The First Doctor"}},{"insert":" came with a way to cascade in the command zone "},{"insert":{"card-link":"TARDIS"}},{"insert":" , for the simple price of removing anything 2 mana and below, I could have both pieces at the ready every game, perfect.\n\n**2) Protection**\n\nWho says secret commander says \"protection and recursion\" so I packed the deck with a ton of cards able to do just that, a lot of them are equipments, because Cloud can search one of them to make sure after coming into play, it's sticking around!\nWhile the deck contains the regulars like "},{"insert":{"card-link":"Mithril Coat"}},{"insert":" , My favorite is "},{"insert":{"card-link":"Assimilation Aegis"}},{"insert":" the perfect way to add a exile proof layer of protection over Cloud.\nThe deck contains a second kind of protection, a few cards that phase out "},{"insert":{"card-link":"Clever Concealment"}},{"insert":", they make cloud disappear alongside ANYTHING equipped to it, crazy good to dodge boardwipes with more or less everything you own.\n\n**3) Payoffs**\n\nSo, what do we do with Cloud? We double stuff, basically any artifact with a trigger that isn't an etb is fair game, I went with stuff making golems, constructs and more "},{"insert":{"card-link":"Thousand Moons Smithy // Barracks of the Thousand"}},{"insert":" (the backside is an artifact) "},{"insert":{"card-link":"Midnight Clock"}},{"insert":" "},{"insert":{"card-link":"Simulacrum Synthesizer"}},{"insert":" "},{"insert":{"card-link":"Chimil, the Inner Sun"}},{"insert":" , this part is pretty free form, I picked what I thought were the best ones!\n\n**4) Artifact and Equipment Matter**\n\nThe deck has to function without Cloud, so I made it a pretty competent Artifact deck, with a few cards that work incredibly well with dan lewis like "},{"insert":{"card-link":"Kemba, Kha Regent"}},{"insert":" or just want you to drop artifacts into play every turn like "},{"insert":{"card-link":"Digsite Engineer"}},{"insert":" "},{"insert":{"card-link":"Sai, Master Thopterist"}},{"insert":" \nThe deck is very centered around cmc 3 (required for cloud cascade shenanigans) and 4, which allow for Tardis to be used some more after the Cloud Search.\n\n**5) The Veggies**\n\nRamp, Draw and Removals, like the rest, it has to follow the one rule: 3 mana and up, we are playing the usual "},{"insert":{"card-link":"Generous Gift"}},{"insert":" "},{"insert":{"card-link":"Chaos Warp"}},{"insert":" and a healthy serving of boardwipes.\nI play a lot of mana rocks at 3 mana, they allow me to jump from 3 mana to 6 really quickly, a very important thing to be able to \"catch up\" with the table (you are usually kinda wasting your first few turns)\n\n\n**6) You said double anything right? **\n\nI allowed myself to go a bit deeper into the combo with a single card, as a treat. "},{"insert":{"card-link":"Captain Rex Nebula"}},{"insert":" can change any card into a vehicle, making it an artifact and NOT a creature, the perfect typeline to equip for a turn any enchantment or creature with a cool trigger such as "},{"insert":{"card-link":"Firion, Wild Rose Warrior"}},{"insert":" or "},{"insert":{"card-link":"Jhoira, Weatherlight Captain"}},{"insert":" it's more or less useless without cloud, so I didn't push harder in that direction with "},{"insert":{"card-link":"Mycosynth Lattice"}},{"insert":" and co, but I figured I would at least add one ! :p\n\n\n"},{"attributes":{"bold":true},"insert":"Tips to play the deck"},{"insert":"\n\nThis deck takes a few games to appreciate the tempo of the first few turns correctly, so I will give a few tips to play it better\n\n1) Is anyone else playing white?\nCloud being exiled can be annoying for the deck, and a key factor in when to cascade into cloud and what to search with it should be seeing if someone is playing white and has mana untapped at the table\n"},{"insert":{"card-link":"Assimilation Aegis"}},{"insert":" is very good to protect cloud from a swords to plowshares later in the game, against other colors "},{"insert":{"card-link":"Mithril Coat"}},{"insert":" will cost you less mana overall to keep the commander around.\n\n2) What starting hand to keep ?\nGenerally, you want your starting hand to contain 3 lands and a mana rock, you will likely play said rock on turn 3 and the first doctor + tardis on turn 4\n \n3) Turn 2 Dan Lewis or not turn 2 Dan Lewis?\nplaying the \"other half\" of the combo early in the game might be wrong, a few deciding factors can be \"how likely it is for a early boardwipe to happen\" and \"how much mana can I generate by turn 5\"\n\n4) When to cascade into Cloud?\n\nRunning Cloud out as soon as possible can be a mistake, you want cloud to do stuff as soon as it enters, that means you want to be able to equip it with other stuff right away.\nyou also never want to play it without being able to play the defensive tool it searched on ETB.\n\n"},{"attributes":{"bold":true},"insert":"The End"},{"insert":"\n\nAnd Here it is, secret commander Cloud, ready to make your opponents scratch their head and whisper faintly \"Why?\".\n\nFeel free to drop a like on the decklist if you enjoyed the deck and a comment if you have a recommendation it, I would really appreciate it! :)\n"}]}





































































