Sweater_Cat
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Commander
Size: 100Salt sum: 33.67
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Draw
Galea, Kindler of Hope
Vigilance
You may look at the top card of your library any time.
You may cast Aura and Equipment spells from the top of your library. When you cast an Equipment spell this way, it gains "When this Equipment enters, attach it to target creature you control."
You may look at the top card of your library any time.
You may cast Aura and Equipment spells from the top of your library. When you cast an Equipment spell this way, it gains "When this Equipment enters, attach it to target creature you control."
Legendary Creature - Knight Elf

The Key to the Vault
Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Equip
Equip
Legendary Artifact - Equipment

Draw
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Evasion
Steel of the Godhead
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
Enchantment - Aura

Evasion
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Finisher
Finest Hour
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase.
Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase.
Enchantment

Finisher
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Land
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Land
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Protection
Elephant Grass
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Black creatures can't attack you.
Nonblack creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Black creatures can't attack you.
Nonblack creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Enchantment

Lion Umbra
Enchant modified creature (Equipment, Auras its controller controls, and counters are modifications.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura

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

Protection
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Pump
Ardent Plea
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Enchantment

Sword of Hours
Whenever equipped creature attacks, put a +1/+1 counter on it.
Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Pump
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Ramp
Golden-Tail Trainer
Aura and Equipment spells you cast cost less to cast, where X is this creature's power.
Whenever this creature attacks, other modified creatures you control get +X/+X until end of turn, where X is this creature's power. (Equipment, Auras you control, and counters are modifications.)
Whenever this creature attacks, other modified creatures you control get +X/+X until end of turn, where X is this creature's power. (Equipment, Auras you control, and counters are modifications.)
Creature - Fox Samurai

Ramp
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Recursion
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

Recursion
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Removal
Aerial Extortionist
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Creature - Soldier Bird

Starfall Invocation
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Sorcery

The Eternal Wanderer
No more than one creature can attack The Eternal Wanderer each combat.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
Legendary Planeswalker

Removal
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Tutor
Sovereigns of Lost Alara
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, you may search your library for an Aura card that could enchant that creature, put it onto the battlefield attached to that creature, then shuffle.
Whenever a creature you control attacks alone, you may search your library for an Aura card that could enchant that creature, put it onto the battlefield attached to that creature, then shuffle.
Creature - Spirit

Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Single Combat is a "},{"insert":{"card-link":"Rafiq of the Many"}},{"insert":" deck focused on powering up a single creature with auras and equipment to swing for big damage with exalted and \"attacks alone\" triggers. Look for "},{"insert":{"card-link":"Steelshaper's Gift"}},{"insert":", "},{"insert":{"card-link":"Open the Armory"}},{"insert":", "},{"insert":{"card-link":"Wargate"}},{"insert":", and "},{"insert":{"card-link":"The Key to the Vault"}},{"insert":" to get the tools you need on the battlefield. The deck is noticeably low on boardwipes, only carrying "},{"insert":{"card-link":"Starfall Invocation"}},{"insert":" and "},{"insert":{"card-link":"The Eternal Wanderer"}},{"insert":". This is because most of the deck's exalted cards are creatures. Instead of boardwipes, "},{"insert":{"card-link":"Mirri, Weatherlight Duelist"}},{"insert":", "},{"insert":{"card-link":"Ghostly Prison"}},{"insert":", "},{"insert":{"card-link":"Elephant Grass"}},{"insert":", and "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" stand in to help against go-wide strategies. This deck is largely an upgraded "},{"insert":{"card-link":"Galea, Kindler of Hope"}},{"insert":" precon, and most of the auras and equipment come from it.\n\n"},{"insert":{"card-link":"Rafiq of the Many"}},{"insert":", "},{"insert":{"card-link":"Mirri, Weatherlight Duelist"}},{"insert":", "},{"insert":{"card-link":"Sun Titan"}},{"insert":", and "},{"insert":{"card-link":"Aerial Extortionist"}},{"insert":" provide a lot of value as attackers. You'll probably be swinging one of them once you have a decent board state. Ideally, Rafiq will be swinging with the intent of a commander damage win. In fact, with just "},{"insert":{"card-link":"Finest Hour"}},{"insert":" on the battlefield to support him, you can swing Rafiq for lethal commander damage. With two exalted triggers from each attack, an unblocked Finest Hour Rafiq will deal 24 damage.\n\nOf course, as long as Rafiq or even just some exalted creatures are buffing your attacker, you'll be able to hit pretty hard with any creature you decide to invest in.\n\nAn ideal opening hand and perfect game would look like:\n"},{"insert":{"card-link":"Plains"}},{"insert":", "},{"insert":{"card-link":"Forest"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":", "},{"attributes":{"background":"#ffca84"},"insert":"Open the Armory"},{"insert":", "},{"insert":{"card-link":"Noble Hierarch"}},{"insert":", "},{"insert":{"card-link":"Finest Hour"}},{"insert":".\nTurns:\nForest => Sol Ring => Arcane Signet => Noble Heirarch"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Plains => Rafiq => Open the Armory (Usually finding The Key to the Vault. Find Rancor if you haven't drawn a third land yet)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ideally a land for turn => Finest Hour => Rancor/TKttV => Swing Rafiq twice for lethal commander damage."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Equip TKttV to Rafiq => Swing with Rafiq twice, making sure at least one hit connects to trigger TKttV. If all four hits connect, you'll cheat out 4 cards and deal lethal commander damage. Try to find something to protect your board and something to make Rafiq unblockable. Hitting a ramp piece isn't too bad either, since if you can't secure a turn 5 win you'll likely want to recast Rafiq at some point. Additionally, a beater like Sun Titan or Aerial Extortionist is a nice addition to keep pressure on opponents if Rafiq dies. "},{"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"insert":" is also a good option since she'll protect you from spells during your turn, and Mirri, Weatherlight Duelist can provide some protection from wide boards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Based on the remaining opponent(s), you should have something to either push past their board or protect yours. You will be an obvious target at this point, and it will be necessary to have Rafiq out, even if he can't attack, since he grants your solo attackers double strike. Make sure to have a creature ready to apply pressure. Recast Rafiq if it's safe to do so. You should easily have enough mana to afford the commander tax. emember, while Rafiq can kill with just 21 damage, if everything goes according to plan, Mirri or Kutzil can swing for 24+ across both combats (The same as Rafiq), Aerial Extortionist can swing for 28+ and Sun Titan can swing for a whopping 36+"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nIf everything goes according to plan, a turn 5 win is possible. That being said, a big advantage of this deck is being able to go slow. If you're only swinging with one creature each combat, you opponents likely won't see you as the biggest threat at the table in the early game. Taxes from Ghostly Prison and Elephant Grass are very good at redirecting small bits of damage, and when you're capable of dealing so much damage yourself, it's best to kill in one hit to avoid crack-back. As soon as you kill one player, it's obvious how easily you can kill the others. Letting the board wear itself into lethal range while you build your board is an excellent strategy, and is often safer than going for a hyper-aggressive quick win.\n\nThis deck is very fun to play, and as long as you can quickly resolve your TKttV triggers, it's shouldn't cause any serious upset at a moderately powered table. \n\nEnjoy!\n\n"}]}







































































