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Commander
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{"ops":[{"insert":"Cloud Ex Legends"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":" Cloud, Ex-SOLDIER | "},{"attributes":{"bold":true},"insert":"Colors:"},{"insert":" Naya (Red/White/Green) | "},{"attributes":{"bold":true},"insert":"Format:"},{"insert":" Commander | "},{"attributes":{"bold":true},"insert":"Bracket:"},{"insert":" [3]\nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"insert":"FF7 has always been special, and the remakes rekindled that love for the story all over again. Building around "},{"attributes":{"bold":true},"insert":"Cloud"},{"insert":" felt like a natural fit, and the deck leans hard into his identity as an aggressive voltron style commander who wants to get to twenty one commander damage as fast as possible. The legendary creature and equipment subtheme keeps things flavorful while still packing enough punch to hang at a competitive table. This is not a deck that plays games trying to keep everyone even, it's a deck that identifies the most threatening player and goes after them.\nHow to Win"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cloud"},{"insert":" has haste and the deck wants to use that every single turn to push toward twenty one commander damage as fast as possible. Stick an equipment, swing with haste using your treasures, and start counting down. The equipment suite is where the real firepower lives. "},{"attributes":{"bold":true},"insert":"Caduceus, Staff of Hermes"},{"insert":", "},{"attributes":{"bold":true},"insert":"Hexplate Wallbreaker"},{"insert":", "},{"attributes":{"bold":true},"insert":"Blackblade Reforged"},{"insert":", "},{"attributes":{"bold":true},"insert":"Aettir and Priwen"},{"insert":", "},{"attributes":{"bold":true},"insert":"Brotherhood Regalia"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Genji Glove"},{"insert":" all have the potential to put "},{"attributes":{"bold":true},"insert":"Cloud"},{"insert":" into lethal range in a single swing. Two of your lands also provide trample which helps push through blockers when the board gets cluttered. "},{"attributes":{"bold":true},"insert":"Inventory Management"},{"insert":" gives you the flexibility to swap equipment around mid combat and find a line through blockers that opponents don't see coming.\nNotable Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The legendary subtheme adds meaningful consistency to the list. "},{"attributes":{"bold":true},"insert":"Venat"},{"insert":" helps draw cards off the legend density, while "},{"attributes":{"bold":true},"insert":"Sokka"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Nazahn"},{"insert":" pull serious weight in tutoring and setting up your equipment package. Recursion is handled by "},{"attributes":{"bold":true},"insert":"Mantle of the Ancients"},{"insert":", "},{"attributes":{"bold":true},"insert":"Cid, Freeflier Pilot"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Forge Anew"},{"insert":", keeping your artifacts coming back when removal strips them. The trample lands are quietly one of the best inclusions in the deck, giving you free evasion on your lands without spending a card slot on it.\nPiloting the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Be aggressive from the start and don't overthink it. Identify the most threatening player and alpha strike them, trying to keep everyone at even life totals is a losing strategy with this deck. Get "},{"attributes":{"bold":true},"insert":"Cloud"},{"insert":" out, stick an equipment to push him to power seven or higher, and start swinging with haste using your treasures to fuel it. The deck punishes hesitation so commit to your lines and press the advantage whenever you see it. If "},{"attributes":{"bold":true},"insert":"Cloud"},{"insert":" gets removed the recursion package gives you ways to get your artifacts back and set up again, but ideally you're closing out a player before that becomes necessary.\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Heavy control builds that repeatedly remove "},{"attributes":{"bold":true},"insert":"Cloud"},{"insert":" and strip your artifacts off the board are the toughest matchup. The deck relies on sticking equipment and keeping "},{"attributes":{"bold":true},"insert":"Cloud"},{"insert":" in play to generate momentum, and if both of those are being disrupted consistently it's hard to recover. That said even sticking one equipment to get him to power seven and swinging with haste is enough of a foothold to work from.\nOpening Hand"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You want three lands and some ramp. Ideally at least one equipment is in your opener to immediately trigger "},{"attributes":{"bold":true},"insert":"Cloud's"},{"insert":" draw ability when he hits the field, giving you gas to keep developing from there. Going to six to find that combination is worth it.\nMaybeboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"No maybeboard context provided. If you want to push the power level the equipment package and legendary subtheme both have room to upgrade with stronger individual pieces as you find them.\n"}]}
Commander
Cloud, Ex-SOLDIER
Haste
When Cloud enters, attach up to one target Equipment you control to it.
Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
When Cloud enters, attach up to one target Equipment you control to it.
Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
Legendary Creature - Human Soldier Mercenary

Commander
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Adaptors
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

Cloud, Planet's Champion
During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.)
Equip abilities you activate that target Cloud cost less to activate.
Equip abilities you activate that target Cloud cost less to activate.
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

Lightning, Army of One
First strike, trample, lifelink
Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
Legendary Creature - Human Soldier

Sephiroth, Fallen Hero
Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.)
The Reunion — , Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
The Reunion — , Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
Legendary Creature - Human Soldier Avatar

Adaptors
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Draw
Gilgamesh, Master-at-Arms
Whenever Gilgamesh enters or attacks, look at the top six cards of your library. You may put any number of Equipment cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order. When you put one or more Equipment onto the battlefield this way, you may attach one of them to a Samurai you control.
Legendary Creature - Human Samurai

Lifestream's Blessing
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Professor Hojo
The first activated ability you activate during your turn that targets a creature you control costs less to activate.
Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn.
Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn.
Legendary Creature - Human Scientist

Draw
(CTRL to add secondary)
Evasion
Evasion
(CTRL to add secondary)
Finisher
Finisher
(CTRL to add secondary)
Land
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.)
: 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

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

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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Ultimate Magic: Holy
Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Zack Fair
Zack Fair enters with a +1/+1 counter on it.
, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature.
, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature.
Legendary Creature - Human Soldier

Protection
(CTRL to add secondary)
Pump
Hexplate Wallbreaker
For Mirrodin! (When this Equipment enters, create a 2/2 red Rebel creature token, then attach this to it.)
Equipped creature gets +2/+2.
Whenever equipped creature attacks, if it's the first combat phase of the turn, untap each attacking creature. After this phase, there is an additional combat phase.
Equip
Equipped creature gets +2/+2.
Whenever equipped creature attacks, if it's the first combat phase of the turn, untap each attacking creature. After this phase, there is an additional combat phase.
Equip
Artifact - Equipment

Pump
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
Forge Anew
When this enchantment enters, return target Equipment card from your graveyard to the battlefield.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
Enchantment

Mantle of the Ancients
Enchant creature you control
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
Enchantment - Aura

Red XIII, Proud Warrior
Vigilance, trample
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
Legendary Creature - Beast Warrior

Unfinished Business
Return target creature card from your graveyard to the battlefield, then return up to two target Aura and/or Equipment cards from your graveyard to the battlefield attached to that creature. (If the Auras can't enchant that creature, they remain in your graveyard.)
Sorcery

Recursion
(CTRL to add secondary)
Removal
Ultimate Magic: Meteor
Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery

Removal
(CTRL to add secondary)
Tutor
Nazahn, Revered Bladesmith
When Nazahn enters, search your library for an Equipment card and reveal it. If you reveal a card named Hammer of Nazahn this way, put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.
Whenever an equipped creature you control attacks, you may tap target creature defending player controls.
Whenever an equipped creature you control attacks, you may tap target creature defending player controls.
Legendary Creature - Artificer Cat

Tutor
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Cloud Ex Legends"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":" Cloud, Ex-SOLDIER | "},{"attributes":{"bold":true},"insert":"Colors:"},{"insert":" Naya (Red/White/Green) | "},{"attributes":{"bold":true},"insert":"Format:"},{"insert":" Commander | "},{"attributes":{"bold":true},"insert":"Bracket:"},{"insert":" [3]\nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"insert":"FF7 has always been special, and the remakes rekindled that love for the story all over again. Building around "},{"attributes":{"bold":true},"insert":"Cloud"},{"insert":" felt like a natural fit, and the deck leans hard into his identity as an aggressive voltron style commander who wants to get to twenty one commander damage as fast as possible. The legendary creature and equipment subtheme keeps things flavorful while still packing enough punch to hang at a competitive table. This is not a deck that plays games trying to keep everyone even, it's a deck that identifies the most threatening player and goes after them.\nHow to Win"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cloud"},{"insert":" has haste and the deck wants to use that every single turn to push toward twenty one commander damage as fast as possible. Stick an equipment, swing with haste using your treasures, and start counting down. The equipment suite is where the real firepower lives. "},{"attributes":{"bold":true},"insert":"Caduceus, Staff of Hermes"},{"insert":", "},{"attributes":{"bold":true},"insert":"Hexplate Wallbreaker"},{"insert":", "},{"attributes":{"bold":true},"insert":"Blackblade Reforged"},{"insert":", "},{"attributes":{"bold":true},"insert":"Aettir and Priwen"},{"insert":", "},{"attributes":{"bold":true},"insert":"Brotherhood Regalia"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Genji Glove"},{"insert":" all have the potential to put "},{"attributes":{"bold":true},"insert":"Cloud"},{"insert":" into lethal range in a single swing. Two of your lands also provide trample which helps push through blockers when the board gets cluttered. "},{"attributes":{"bold":true},"insert":"Inventory Management"},{"insert":" gives you the flexibility to swap equipment around mid combat and find a line through blockers that opponents don't see coming.\nNotable Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The legendary subtheme adds meaningful consistency to the list. "},{"attributes":{"bold":true},"insert":"Venat"},{"insert":" helps draw cards off the legend density, while "},{"attributes":{"bold":true},"insert":"Sokka"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Nazahn"},{"insert":" pull serious weight in tutoring and setting up your equipment package. Recursion is handled by "},{"attributes":{"bold":true},"insert":"Mantle of the Ancients"},{"insert":", "},{"attributes":{"bold":true},"insert":"Cid, Freeflier Pilot"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Forge Anew"},{"insert":", keeping your artifacts coming back when removal strips them. The trample lands are quietly one of the best inclusions in the deck, giving you free evasion on your lands without spending a card slot on it.\nPiloting the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Be aggressive from the start and don't overthink it. Identify the most threatening player and alpha strike them, trying to keep everyone at even life totals is a losing strategy with this deck. Get "},{"attributes":{"bold":true},"insert":"Cloud"},{"insert":" out, stick an equipment to push him to power seven or higher, and start swinging with haste using your treasures to fuel it. The deck punishes hesitation so commit to your lines and press the advantage whenever you see it. If "},{"attributes":{"bold":true},"insert":"Cloud"},{"insert":" gets removed the recursion package gives you ways to get your artifacts back and set up again, but ideally you're closing out a player before that becomes necessary.\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Heavy control builds that repeatedly remove "},{"attributes":{"bold":true},"insert":"Cloud"},{"insert":" and strip your artifacts off the board are the toughest matchup. The deck relies on sticking equipment and keeping "},{"attributes":{"bold":true},"insert":"Cloud"},{"insert":" in play to generate momentum, and if both of those are being disrupted consistently it's hard to recover. That said even sticking one equipment to get him to power seven and swinging with haste is enough of a foothold to work from.\nOpening Hand"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You want three lands and some ramp. Ideally at least one equipment is in your opener to immediately trigger "},{"attributes":{"bold":true},"insert":"Cloud's"},{"insert":" draw ability when he hits the field, giving you gas to keep developing from there. Going to six to find that combination is worth it.\nMaybeboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"No maybeboard context provided. If you want to push the power level the equipment package and legendary subtheme both have room to upgrade with stronger individual pieces as you find them.\n"}]}
















































































