Danny.Chambers
1k views14 days ago
Commander
Size: 100Salt sum: 56.16
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{"ops":[{"attributes":{"underline":true},"insert":"GAMEPLAN: "},{"insert":"Your goal is to get Tifa to lethal commander damage as soon as possible. In my experience, it is better to race your opponents and knock them out of the game early or severely damage them. There are stax pieces in the deck and you should absolutely play them. Try to be stingy with mana whenever possible. Most importantly, DO NOT simply play a land each turn unless you have landfall triggers or you need to reach \"critical mass\" after interaction. Each land drop that does nothing is a wasted bullet. \n\n"},{"attributes":{"underline":true},"insert":"Ideal Hand"},{"insert":": You might need to mulligan aggressively. Try to get a hand that guarantees either Tifa turn 1 or 2 or a stax piece like defense grid, cavern of souls, sylvan safekeeper, city of solitude or hall of gemstone turns 1-3. You may also keep a hand that includes Bristley Bill or Scythecat Cub. You might eat removal but if you dont, Tifa will be getting big fast.\n\n"},{"attributes":{"underline":true},"insert":"Managing Cons:"},{"insert":" This deck is light on interaction. Always target the White and Black aligned mages first as they will have the most removal. Removal is at premium as is mostly for troublesome artifacts and enchantments. Tifa MUST end the game as soon as you can. She is not going to win against titanic creatures (without mithral plate). This deck is not for casual games. She is too fragile and requires too much setup. This deck is marked bracket 4 due to the Hall of Gemstone cutting off mana but I believe this deck can honestly be considered bracket 4 due to the possiblity of defeating an opponent by turn 3-4 fairly often.\n\n"},{"attributes":{"underline":true},"insert":"Closing Notes:"},{"insert":" This deck can be a bit complicated to play if you are not paying attention. Stack your triggers so that buffing effects resolves first, then Tifa's landfall trigger will go last. You might want to keep a calculator and keep careful track of Tifa's buffs. Doing so incorrectly will cost your valuable damage and/or frustrate the table. It is acceptable and possible to go 100% offense and cash in damage asap. You can take out players in 1-2 turns by doing this. Just be careful as this will leave you wide open to blowouts if Tifa gets removed. Tifa commander damage is really your only win con.\n\n\n"}]}
The Earth Crystal
Green spells you cast cost less to cast.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
Legendary Artifact

Artifact
(Ctrl to add secondary)
Captain Kathryn Janeway
You may play an additional land on each of your turns.
Whenever Captain Janeway or another creature you control enters, that creature explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Whenever Captain Janeway or another creature you control enters, that creature explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Legendary Creature - Human Officer

Defiler of Vigor
Trample
As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay.
Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay.
Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
Creature - Wurm Phyrexian

Mightform Harmonizer
Landfall — Whenever a land you control enters, double the power of target creature you control until end of turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Druid Insect

Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk

Traveling Chocobo
You may look at the top card of your library any time.
You may play lands and cast Bird spells from the top of your library.
If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
You may play lands and cast Bird spells from the top of your library.
If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Creature - Bird

Zopandrel, Hunger Dominus
Reach
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Creature
(Ctrl to add secondary)
Enchantment
(Ctrl to add secondary)
Smuggler's Surprise
Spree (Choose one or more additional costs.)
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
Instant

Instant
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Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Land
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Sorcery
(Ctrl to add secondary)
Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"underline":true},"insert":"GAMEPLAN: "},{"insert":"Your goal is to get Tifa to lethal commander damage as soon as possible. In my experience, it is better to race your opponents and knock them out of the game early or severely damage them. There are stax pieces in the deck and you should absolutely play them. Try to be stingy with mana whenever possible. Most importantly, DO NOT simply play a land each turn unless you have landfall triggers or you need to reach \"critical mass\" after interaction. Each land drop that does nothing is a wasted bullet. \n\n"},{"attributes":{"underline":true},"insert":"Ideal Hand"},{"insert":": You might need to mulligan aggressively. Try to get a hand that guarantees either Tifa turn 1 or 2 or a stax piece like defense grid, cavern of souls, sylvan safekeeper, city of solitude or hall of gemstone turns 1-3. You may also keep a hand that includes Bristley Bill or Scythecat Cub. You might eat removal but if you dont, Tifa will be getting big fast.\n\n"},{"attributes":{"underline":true},"insert":"Managing Cons:"},{"insert":" This deck is light on interaction. Always target the White and Black aligned mages first as they will have the most removal. Removal is at premium as is mostly for troublesome artifacts and enchantments. Tifa MUST end the game as soon as you can. She is not going to win against titanic creatures (without mithral plate). This deck is not for casual games. She is too fragile and requires too much setup. This deck is marked bracket 4 due to the Hall of Gemstone cutting off mana but I believe this deck can honestly be considered bracket 4 due to the possiblity of defeating an opponent by turn 3-4 fairly often.\n\n"},{"attributes":{"underline":true},"insert":"Closing Notes:"},{"insert":" This deck can be a bit complicated to play if you are not paying attention. Stack your triggers so that buffing effects resolves first, then Tifa's landfall trigger will go last. You might want to keep a calculator and keep careful track of Tifa's buffs. Doing so incorrectly will cost your valuable damage and/or frustrate the table. It is acceptable and possible to go 100% offense and cash in damage asap. You can take out players in 1-2 turns by doing this. Just be careful as this will leave you wide open to blowouts if Tifa gets removed. Tifa commander damage is really your only win con.\n\n\n"}]}




































































