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Commander
Size: 101Salt sum: 36.15
Onefatcardninety9littlesleeves
1.7k views4 days ago
Commander
Size: 101Salt sum: 36.15
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{"ops":[{"insert":"\n# 🚂 Tannuk, Steadfast Second — The Warp-Speed Juggernaut\n\nWelcome to the ultimate mono-red cheating engine! This deck is designed to completely shatter the standard mana curve by abusing the **Warp** mechanic introduced in *Edge of Eternities*. Instead of paying retail price for massive, world-ending threats, we use our commander to cheat them onto the battlefield early, crash through with built-in haste, and cascade or loop them for massive value.\n\n---\n\n## 🎭 The Commander: Tannuk, Steadfast Second\nHelmed by [Tannuk, Steadfast Second], your board state becomes an absolute threat the moment he hits the field:\n* **Mass Haste:** *Other creatures you control have haste.* This completely eliminates the delay on your massive bombs, ensuring you get immediate value.\n* **The Warp Matrix:** *Artifact cards and red creature cards in your hand have warp.* \n\n### 🌀 Quick Rules: How Warp Works\nThe **Warp** mechanic allows you to pay a flat, reduced cost to cast your artifacts and red creatures from your hand. \n1. You cast the permanent for its alternate Warp cost.\n2. The permanent enters, swings immediately thanks to Tannuk's haste, and triggers any Enter-the-Battlefield (ETB) or attack abilities.\n3. At the beginning of the next end step, the permanent is exiled.\n4. **The Upside:** You can cast that card normally from exile on a later turn! This effectively lets you double-dip on your biggest threats.\n\n---\n\n## 📈 Strategic Deck Pillars\n\n### 🌋 1. Cheating the Big Mana Bombs\nYour deck is packed with massive high-cost monsters that are normally too slow for a standard game. Under Tannuk's guidance, you play them for a fraction of their cost:\n* [Drakuseth, Maw of Flames], [Utvara Hellkite], and [Etali, Primal Storm] hit the board lines early, attacking immediately to trigger board-wiping damage or free spells.\n* Massive artifact threats like [Ancient Stone Idol] and [Threefold Thunderhulk] enter the fray way ahead of schedule to create huge token boards.\n* [Combustible Gearhulk] and [Trumpeting Carnosaur] act as rapid-fire card draw or removal engines on legs.\n\n### 🃏 2. Out-of-Exile & Cascade Value\nBecause the Warp mechanic explicitly sends your creatures to the exile zone at the end of the turn, your deck runs engines that reward you for playing cards from outside your hand:\n* [Wild-Magic Sorcerer] grants Cascade to the first spell you cast from exile each turn, turning your rebounded Warp creatures into free bonus spells!\n* [Passionate Archaeologist] transforms every single spell cast from exile into direct damage straight to an opponent's face, scaling directly off the creature's massive mana cost.\n* [Flaming Tyrannosaurus] acts as a massive growth threat, gaining counters and dealing damage every time a creature leaves or enters from the exile zone.\n\n### ⚔️ 3. Extra Combat Steps\nSince your creatures have to be exiled at the end of the turn anyway, you need to make your combat phases count. \n* [Moraug, Fury of Akoum] and [Scourge of the Throne] provide additional combat steps. This lets your temporary, high-power Warped creatures swing two or three times in a single turn before they vanish into exile.\n\n---\n\n## 🗺️ How to Pilot This Deck\n1. **Early Game (Turns 1-3):** Build up your baseline mana resources using cards like [Arcane Signet], [Ruby Medallion], or [Runaway Steam-Kin]. Cast Tannuk as soon as possible to establish your warp grid.\n2. **Mid Game (Turns 4-6):** Start Warping! Drop high-value combat targets like [Etali, Primal Storm] or [Bonehoard Dracosaur] for their cheap alternate costs. Swing immediately to net massive card advantage, leaving up interaction like [Wild Ricochet] or [Return the Favor] to protect your setups.\n3. **Late Game (Turns 7+):** Deploy game-enders by hard-casting the massive creatures that were previously exiled by your Warp triggers. Resolve extra combat spells or deploy massive damage multipliers like [Terror of Mount Velus] to completely sweep the table in one massive airborne assault.\n\n"}]}
Commander
Tannuk, Steadfast Second
Other creatures you control have haste.
Artifact cards and red creature cards in your hand have warp . (You may cast a card from your hand for its warp cost. Exile that permanent at the beginning of the next end step, then you may cast it from exile on a later turn.)
Artifact cards and red creature cards in your hand have warp . (You may cast a card from your hand for its warp cost. Exile that permanent at the beginning of the next end step, then you may cast it from exile on a later turn.)
Legendary Creature - Kavu Pilot

Commander
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Burn
Flaming Tyrannosaurus
Menace
Paradox — Whenever you cast a spell from anywhere other than your hand, this creature deals 3 damage to any target. Then put a +1/+1 counter on this creature.
When this creature dies, it deals damage equal to its power to each opponent.
Paradox — Whenever you cast a spell from anywhere other than your hand, this creature deals 3 damage to any target. Then put a +1/+1 counter on this creature.
When this creature dies, it deals damage equal to its power to each opponent.
Creature - Dinosaur

Burn
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Creature
Gargadon
Trample
Suspend 4— (Rather than cast this card from your hand, you may pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Suspend 4— (Rather than cast this card from your hand, you may pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Creature - Beast

Venser, Fervent Forger
Flash
When Venser enters, choose one —
• Copy target instant or sorcery spell an opponent controls twice. You may choose new targets for the copies.
• Create two tokens that are copies of target permanent an opponent controls. They gain haste. At the beginning of the next end step, sacrifice them.
When Venser enters, choose one —
• Copy target instant or sorcery spell an opponent controls twice. You may choose new targets for the copies.
• Create two tokens that are copies of target permanent an opponent controls. They gain haste. At the beginning of the next end step, sacrifice them.
Legendary Creature - Human Sorcerer

Creature
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Cycling
Cycling
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Draw
Anticausal Vestige
When this creature leaves the battlefield, draw a card, then you may put a permanent card with mana value less than or equal to the number of lands you control from your hand onto the battlefield tapped.
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 - Eldrazi

Plargg and Nassari
At the beginning of your upkeep, each player exiles cards from the top of their library until they exile a nonland card. An opponent chooses a nonland card exiled this way. You may cast up to two spells from among the other cards exiled this way without paying their mana costs.
Legendary Creature - Orc Efreet

Seize the Spotlight
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
Sorcery

Sunbird's Invocation
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
Enchantment

Draw
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Enchantment
Spider-Verse
The "legend rule" doesn't apply to Spiders you control.
Whenever you cast a spell from anywhere other than your hand, you may copy it. If you do, you may choose new targets for the copy. If the copy is a permanent spell, it gains haste. Do this only once each turn.
Whenever you cast a spell from anywhere other than your hand, you may copy it. If you do, you may choose new targets for the copy. If the copy is a permanent spell, it gains haste. Do this only once each turn.
Enchantment

Enchantment
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Finisher
Finisher
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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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Protection
Protection
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Ramp
Chandra, Torch of Defiance
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent.
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
Legendary Planeswalker - Chandra

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

Koth, Fire of Resistance
+2: Search your library for a basic Mountain card, reveal it, put it into your hand, then shuffle.
−3: Koth deals damage to target creature equal to the number of Mountains you control.
−7: You get an emblem with "Whenever a Mountain you control enters, this emblem deals 4 damage to any target."
−3: Koth deals damage to target creature equal to the number of Mountains you control.
−7: You get an emblem with "Whenever a Mountain you control enters, this emblem deals 4 damage to any target."
Legendary Planeswalker - Koth

Rousing Refrain
Add for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Ramp
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Removal
Overlord of the Boilerbilges
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, it deals 4 damage to any target.
Whenever this permanent enters or attacks, it deals 4 damage to any target.
Creature Enchantment - Avatar Horror

Removal
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Tokens
Iraxxa, Empress of Mars
Trample
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Paradox — Whenever you cast a spell from anywhere other than your hand, create a 2/2 red Alien Warrior creature token.
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Paradox — Whenever you cast a spell from anywhere other than your hand, create a 2/2 red Alien Warrior creature token.
Legendary Creature - Warrior Alien

Riders of the Mark
Affinity for Humans (This spell costs less to cast for each Human you control.)
Trample, haste
At the beginning of your end step, if this creature attacked this turn, return it to its owner's hand. If you do, create a number of 1/1 white Human Soldier creature tokens equal to its toughness.
Trample, haste
At the beginning of your end step, if this creature attacked this turn, return it to its owner's hand. If you do, create a number of 1/1 white Human Soldier creature tokens equal to its toughness.
Creature - Human Knight

Threefold Thunderhulk
This creature enters with three +1/+1 counters on it.
Whenever this creature enters or attacks, create a number of 1/1 colorless Gnome artifact creature tokens equal to its power.
, Sacrifice another artifact: Put a +1/+1 counter on this creature.
Whenever this creature enters or attacks, create a number of 1/1 colorless Gnome artifact creature tokens equal to its power.
, Sacrifice another artifact: Put a +1/+1 counter on this creature.
Creature Artifact - Gnome

Tokens
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Maybeboard
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

Bonehoard Dracosaur
Flying, first strike
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
Creature - Dragon Dinosaur

Delayed Blast Fireball
Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead.
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

Demonic Ruckus
Enchant creature
Enchanted creature gets +1/+1 and has menace and trample.
When this Aura is put into a graveyard from the battlefield, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Enchanted creature gets +1/+1 and has menace and trample.
When this Aura is put into a graveyard from the battlefield, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Enchantment - Aura

Fear of Missing Out
When this creature enters, discard a card, then draw a card.
Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Creature Enchantment - Nightmare

Life of the Party
First strike, trample, haste
Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of creatures you control.
When this creature enters, if it's not a token, each opponent creates a token that's a copy of it. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.)
Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of creatures you control.
When this creature enters, if it's not a token, each opponent creates a token that's a copy of it. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.)
Creature - Elemental

Nalfeshnee
Flying
Whenever you cast a spell from exile, copy it. You may choose new targets for the copy. If it's a permanent spell, the copy gains haste and "At the beginning of the end step, sacrifice this permanent." (A copy of a permanent spell becomes a token.)
Whenever you cast a spell from exile, copy it. You may choose new targets for the copy. If it's a permanent spell, the copy gains haste and "At the beginning of the end step, sacrifice this permanent." (A copy of a permanent spell becomes a token.)
Creature - Beast Demon

Possibility Technician
Whenever this creature or another Kavu you control enters, exile the top card of your library. For as long as that card remains exiled, you may play it if you control a Kavu.
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 - Artificer Kavu

Rift Bolt
Rift Bolt deals 3 damage to any target.
Suspend 1— (Rather than cast this card from your hand, you may pay and exile it with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 1— (Rather than cast this card from your hand, you may pay and exile it with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Scourge of the Throne
Flying
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
Creature - Dragon

Terminal Velocity
You may put an artifact or creature card from your hand onto the battlefield. That permanent gains haste, "When this permanent leaves the battlefield, it deals damage equal to its mana value to each creature," and "At the beginning of your end step, sacrifice this permanent."
Sorcery

Wild-Magic Sorcerer
The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, 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.)
Creature - Shaman Orc Sorcerer

Maybeboard
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Deck Info
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Description
{"ops":[{"insert":"\n# 🚂 Tannuk, Steadfast Second — The Warp-Speed Juggernaut\n\nWelcome to the ultimate mono-red cheating engine! This deck is designed to completely shatter the standard mana curve by abusing the **Warp** mechanic introduced in *Edge of Eternities*. Instead of paying retail price for massive, world-ending threats, we use our commander to cheat them onto the battlefield early, crash through with built-in haste, and cascade or loop them for massive value.\n\n---\n\n## 🎭 The Commander: Tannuk, Steadfast Second\nHelmed by [Tannuk, Steadfast Second], your board state becomes an absolute threat the moment he hits the field:\n* **Mass Haste:** *Other creatures you control have haste.* This completely eliminates the delay on your massive bombs, ensuring you get immediate value.\n* **The Warp Matrix:** *Artifact cards and red creature cards in your hand have warp.* \n\n### 🌀 Quick Rules: How Warp Works\nThe **Warp** mechanic allows you to pay a flat, reduced cost to cast your artifacts and red creatures from your hand. \n1. You cast the permanent for its alternate Warp cost.\n2. The permanent enters, swings immediately thanks to Tannuk's haste, and triggers any Enter-the-Battlefield (ETB) or attack abilities.\n3. At the beginning of the next end step, the permanent is exiled.\n4. **The Upside:** You can cast that card normally from exile on a later turn! This effectively lets you double-dip on your biggest threats.\n\n---\n\n## 📈 Strategic Deck Pillars\n\n### 🌋 1. Cheating the Big Mana Bombs\nYour deck is packed with massive high-cost monsters that are normally too slow for a standard game. Under Tannuk's guidance, you play them for a fraction of their cost:\n* [Drakuseth, Maw of Flames], [Utvara Hellkite], and [Etali, Primal Storm] hit the board lines early, attacking immediately to trigger board-wiping damage or free spells.\n* Massive artifact threats like [Ancient Stone Idol] and [Threefold Thunderhulk] enter the fray way ahead of schedule to create huge token boards.\n* [Combustible Gearhulk] and [Trumpeting Carnosaur] act as rapid-fire card draw or removal engines on legs.\n\n### 🃏 2. Out-of-Exile & Cascade Value\nBecause the Warp mechanic explicitly sends your creatures to the exile zone at the end of the turn, your deck runs engines that reward you for playing cards from outside your hand:\n* [Wild-Magic Sorcerer] grants Cascade to the first spell you cast from exile each turn, turning your rebounded Warp creatures into free bonus spells!\n* [Passionate Archaeologist] transforms every single spell cast from exile into direct damage straight to an opponent's face, scaling directly off the creature's massive mana cost.\n* [Flaming Tyrannosaurus] acts as a massive growth threat, gaining counters and dealing damage every time a creature leaves or enters from the exile zone.\n\n### ⚔️ 3. Extra Combat Steps\nSince your creatures have to be exiled at the end of the turn anyway, you need to make your combat phases count. \n* [Moraug, Fury of Akoum] and [Scourge of the Throne] provide additional combat steps. This lets your temporary, high-power Warped creatures swing two or three times in a single turn before they vanish into exile.\n\n---\n\n## 🗺️ How to Pilot This Deck\n1. **Early Game (Turns 1-3):** Build up your baseline mana resources using cards like [Arcane Signet], [Ruby Medallion], or [Runaway Steam-Kin]. Cast Tannuk as soon as possible to establish your warp grid.\n2. **Mid Game (Turns 4-6):** Start Warping! Drop high-value combat targets like [Etali, Primal Storm] or [Bonehoard Dracosaur] for their cheap alternate costs. Swing immediately to net massive card advantage, leaving up interaction like [Wild Ricochet] or [Return the Favor] to protect your setups.\n3. **Late Game (Turns 7+):** Deploy game-enders by hard-casting the massive creatures that were previously exiled by your Warp triggers. Resolve extra combat spells or deploy massive damage multipliers like [Terror of Mount Velus] to completely sweep the table in one massive airborne assault.\n\n"}]}












































































