Eviltuxedo
1k views9 days ago
Commander
Size: 100Salt sum: 44.22
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{"ops":[{"insert":"This deck uses "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" as an explosive early-game ramp engine to power out massive creatures far ahead of curve. Rather than focusing on legends-matter synergies, this build prioritizes raw value, permanent-based ramp, and high-impact threats to consistently deploy game-ending creatures as early as turn four.\n\nThe deck is designed to convert early combat into mana, ramp aggressively into seven mana by turn four, and begin chaining massive creatures that overwhelm opponents through sheer board presence. Finishers like [[Monstrous Vortex]] and [[Primal Surge]] allow the deck to snowball into explosive endgames.\n\nThe ideal opening line is → T2 [[Ruby, Daring Tracker]] → T3 explosive land ramp → T4 massive threat.\n\n"},{"attributes":{"bold":true},"insert":"Turn 2 – Cast [["},{"insert":"Ruby, Daring Tracker"},{"attributes":{"bold":true},"insert":"]]"},{"insert":"\n\nLanding Ruby early is critical. Her being a consistent mana dork in the command zone allows you to ramp aggressively while completely ignoring lower-impact early plays. The 1 mana generated helps enable your turn-three ramp and set up your turn-four power plays. This early tempo advantage is what enables the deck’s turn-four threats and snowball potential.\n\n"},{"attributes":{"bold":true},"insert":"Turn 3 – Explosive Land Ramp"},{"insert":"\n\nTurn three focuses on ramping into additional lands, ideally using [[Explosive Vegetation]]-style effects or permanent-based ramp like [[Overgrowth]] and [[Market Festival]]. The goal is to move from four mana to six or seven mana going into turn four. With all our land drops hit, this often results in access to seven mana on turn four. This is the most important setup turn in the deck, as prioritizing land ramp here enables the deck’s explosive midgame.\n\n"},{"attributes":{"bold":true},"insert":"Turn 4 – Drop Game-Changing Threats"},{"insert":"\n\nWith seven mana available, the deck begins deploying high-impact threats such as [[Etali, Primal Conqueror]], [[Drakuseth, Maw of Flames]], [[Ghalta, Primal Hunger]], [[Ancient Greenwarden]], [[Vaultborn Tyrant]], or [[Avenger of Zendikar]]. These threats immediately generate value, demand removal, or threaten lethal damage quickly. From here, each turn compounds pressure and forces opponents to react.\n\n"},{"attributes":{"bold":true},"insert":"Mid Game – Chain Massive Value Creatures"},{"insert":"\n\nOnce established, the deck chains together large threats and battlefield multipliers. Cards like [[Ilharg, the Raze-Boar]], [[Ghalta, Stampede Tyrant]], and [[Cultivator Colossus]] rapidly expand your board. Combat becomes increasingly dangerous with enablers such as [[Xenagos, God of Revels]], [[Urabrask the Hidden]], and [[Moraug, Fury of Akoum]]. At this stage, opponents are often forced to answer multiple large threats each turn while your board continues to scale.\n\n"},{"attributes":{"bold":true},"insert":"Win Conditions – Monstrous Vortex & Primal Surge"},{"insert":"\n\nThe deck features two primary finishers:\n\n[[Monstrous Vortex]] turns your massive creatures into cascading value chains, often allowing you to deploy multiple threats in a single turn. With the deck’s high creature density of power >5, Vortex frequently snowballs into overwhelming board states.\n\n[[Primal Surge]] serves as the ultimate finisher. Because the deck is built entirely from permanents (ignoring Call Forth the Tempest cause that card is awesome), resolving Surge can place the majority of your library onto the battlefield. Note that this is a 'may' trigger, so you are not forced to mill yourself out.\n\nThis typically results in an immediate win through combat, especially when paired with haste enablers, power multipliers, or damage engines like [[Warstorm Surge]] and [[Stalking Vengeance]]. Even without these finishers, the deck frequently wins through sheer creature size and combat pressure, using overwhelming board presence to close out games quickly.\n"}]}
Commander
Commander
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Anthem
Cactusfolk Sureshot
Reach
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
At the beginning of combat on your turn, other creatures you control with power 4 or greater gain trample and haste until end of turn.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
At the beginning of combat on your turn, other creatures you control with power 4 or greater gain trample and haste until end of turn.
Creature - Plant Mercenary

Anthem
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Counters
Counters
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Creature
Raph & Mikey, Troublemakers
Trample, haste
Whenever Raph & Mikey attack, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield tapped and attacking and the rest on the bottom of your library in a random order.
Whenever Raph & Mikey attack, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield tapped and attacking and the rest on the bottom of your library in a random order.
Legendary Creature - Mutant Ninja Turtle

Creature
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Draw
Apex Devastator
Cascade, cascade, cascade, 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. Multiple instances of cascade each trigger separately.)
Creature - Hydra Chimera

Aurora Phoenix
Flying
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.)
Whenever you cast a spell with cascade, return this card from your graveyard to your hand.
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.)
Whenever you cast a spell with cascade, return this card from your graveyard to your hand.
Creature - Phoenix

Breaching Dragonstorm
When this enchantment enters, exile cards from the top of your library until you exile a nonland card. You may cast it without paying its mana cost if that spell's mana value is 8 or less. If you don't, put that card into your hand.
When a Dragon you control enters, return this enchantment to its owner's hand.
When a Dragon you control enters, return this enchantment to its owner's hand.
Enchantment

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

Doors of Durin
Whenever you attack, scry 2, then you may reveal the top card of your library. If a creature card is revealed this way, put it onto the battlefield tapped and attacking. Until your next turn, it gains trample if you control a Dwarf and hexproof if you control an Elf.
Legendary Artifact

Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Monstrous Vortex
Whenever you cast a creature spell with power 5 or greater, discover X, where X is that spell's mana value. (Exile cards from the top of your library until you exile a nonland card with that mana value 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.)
Enchantment

Vaultborn Tyrant
Trample
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Creature - Dinosaur

Draw
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Finisher
Finisher
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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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Landfall
Moraug, Fury of Akoum
Each creature you control gets +1/+0 for each time it has attacked this turn.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Legendary Creature - Warrior Minotaur

Landfall
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Pump
Xenagos, God of Revels
Indestructible
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
Legendary Creature Enchantment - God

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

Pump
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Ramp
Case of the Locked Hothouse
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment - Case

Cultivator Colossus
Trample
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Creature - Beast Plant

Ilharg, the Raze-Boar
Trample
Whenever Ilharg attacks, you may put a creature card from your hand onto the battlefield tapped and attacking. Return that creature to your hand at the beginning of the next end step.
When Ilharg dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Whenever Ilharg attacks, you may put a creature card from your hand onto the battlefield tapped and attacking. Return that creature to your hand at the beginning of the next end step.
When Ilharg dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Legendary Creature - Boar God

Invasion of Zendikar
(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, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
When this Siege enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Battle - Siege


Omenpath Journey
When this enchantment enters, search your library for up to five land cards that have different names, exile them, then shuffle.
At the beginning of your end step, choose a card at random exiled with this enchantment and put it onto the battlefield tapped.
At the beginning of your end step, choose a card at random exiled with this enchantment and put it onto the battlefield tapped.
Enchantment

Path of Annihilation
Devoid (This card has no color.)
When this enchantment enters, create two 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add ."
Eldrazi you control have ": Add one mana of any color."
Whenever you cast a creature spell with mana value 7 or greater, you gain 4 life.
When this enchantment enters, create two 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add ."
Eldrazi you control have ": Add one mana of any color."
Whenever you cast a creature spell with mana value 7 or greater, you gain 4 life.
Enchantment

Ramp
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Removal
Hideous Taskmaster
Devoid (This card has no color.)
When you cast this spell, for each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain trample, haste, and annihilator 1 until end of turn.
Trample, haste, annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)
When you cast this spell, for each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain trample, haste, and annihilator 1 until end of turn.
Trample, haste, annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)
Creature - Eldrazi

Kogla and Yidaro
When Kogla and Yidaro enters, choose one —
• It gains trample and haste until end of turn.
• It fights target creature you don't control.
, Discard this card: Destroy up to one target artifact or enchantment. Shuffle this card into your library from your graveyard, then draw a card.
• It gains trample and haste until end of turn.
• It fights target creature you don't control.
, Discard this card: Destroy up to one target artifact or enchantment. Shuffle this card into your library from your graveyard, then draw a card.
Legendary Creature - Ape Dinosaur Turtle

Kogla, the Titan Ape
When Kogla enters, it fights up to one target creature you don't control.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Legendary Creature - Ape

Sarkhan's Unsealing
Whenever you cast a creature spell with power 4, 5, or 6, this enchantment deals 4 damage to any target.
Whenever you cast a creature spell with power 7 or greater, this enchantment deals 4 damage to each opponent and each creature and planeswalker they control.
Whenever you cast a creature spell with power 7 or greater, this enchantment deals 4 damage to each opponent and each creature and planeswalker they control.
Enchantment

Removal
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This deck uses "},{"insert":{"card-link":"Ruby, Daring Tracker"}},{"insert":" as an explosive early-game ramp engine to power out massive creatures far ahead of curve. Rather than focusing on legends-matter synergies, this build prioritizes raw value, permanent-based ramp, and high-impact threats to consistently deploy game-ending creatures as early as turn four.\n\nThe deck is designed to convert early combat into mana, ramp aggressively into seven mana by turn four, and begin chaining massive creatures that overwhelm opponents through sheer board presence. Finishers like [[Monstrous Vortex]] and [[Primal Surge]] allow the deck to snowball into explosive endgames.\n\nThe ideal opening line is → T2 [[Ruby, Daring Tracker]] → T3 explosive land ramp → T4 massive threat.\n\n"},{"attributes":{"bold":true},"insert":"Turn 2 – Cast [["},{"insert":"Ruby, Daring Tracker"},{"attributes":{"bold":true},"insert":"]]"},{"insert":"\n\nLanding Ruby early is critical. Her being a consistent mana dork in the command zone allows you to ramp aggressively while completely ignoring lower-impact early plays. The 1 mana generated helps enable your turn-three ramp and set up your turn-four power plays. This early tempo advantage is what enables the deck’s turn-four threats and snowball potential.\n\n"},{"attributes":{"bold":true},"insert":"Turn 3 – Explosive Land Ramp"},{"insert":"\n\nTurn three focuses on ramping into additional lands, ideally using [[Explosive Vegetation]]-style effects or permanent-based ramp like [[Overgrowth]] and [[Market Festival]]. The goal is to move from four mana to six or seven mana going into turn four. With all our land drops hit, this often results in access to seven mana on turn four. This is the most important setup turn in the deck, as prioritizing land ramp here enables the deck’s explosive midgame.\n\n"},{"attributes":{"bold":true},"insert":"Turn 4 – Drop Game-Changing Threats"},{"insert":"\n\nWith seven mana available, the deck begins deploying high-impact threats such as [[Etali, Primal Conqueror]], [[Drakuseth, Maw of Flames]], [[Ghalta, Primal Hunger]], [[Ancient Greenwarden]], [[Vaultborn Tyrant]], or [[Avenger of Zendikar]]. These threats immediately generate value, demand removal, or threaten lethal damage quickly. From here, each turn compounds pressure and forces opponents to react.\n\n"},{"attributes":{"bold":true},"insert":"Mid Game – Chain Massive Value Creatures"},{"insert":"\n\nOnce established, the deck chains together large threats and battlefield multipliers. Cards like [[Ilharg, the Raze-Boar]], [[Ghalta, Stampede Tyrant]], and [[Cultivator Colossus]] rapidly expand your board. Combat becomes increasingly dangerous with enablers such as [[Xenagos, God of Revels]], [[Urabrask the Hidden]], and [[Moraug, Fury of Akoum]]. At this stage, opponents are often forced to answer multiple large threats each turn while your board continues to scale.\n\n"},{"attributes":{"bold":true},"insert":"Win Conditions – Monstrous Vortex & Primal Surge"},{"insert":"\n\nThe deck features two primary finishers:\n\n[[Monstrous Vortex]] turns your massive creatures into cascading value chains, often allowing you to deploy multiple threats in a single turn. With the deck’s high creature density of power >5, Vortex frequently snowballs into overwhelming board states.\n\n[[Primal Surge]] serves as the ultimate finisher. Because the deck is built entirely from permanents (ignoring Call Forth the Tempest cause that card is awesome), resolving Surge can place the majority of your library onto the battlefield. Note that this is a 'may' trigger, so you are not forced to mill yourself out.\n\nThis typically results in an immediate win through combat, especially when paired with haste enablers, power multipliers, or damage engines like [[Warstorm Surge]] and [[Stalking Vengeance]]. Even without these finishers, the deck frequently wins through sheer creature size and combat pressure, using overwhelming board presence to close out games quickly.\n"}]}

































































