JH0UND
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Commander
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{"ops":[{"insert":"Tannuk, Steadfast Second — Deck Primer"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"italic":true},"insert":"Mono-red warp aggro-combo. Bracket 4. Cheat big things into play, give them haste, and end the game on a focused turn — through combat, ETB damage, or one of three clean two-card combos."},{"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The 30-second version"},{"attributes":{"header":2},"insert":"\n"},{"insert":"You ramp and reduce costs early, land Tannuk around turn 4–5, then spend a payoff turn warping fat red creatures and artifacts in at a discount with haste. Most games you win one of four ways: a damage-conversion turn (Terror of the Peaks turning every entering creature into burn), a big hasty alpha strike, an infinite-combat loop, or a compact two-card kill. You are the proactive deck — you are almost never trying to grind, you are trying to set up "},{"attributes":{"italic":true},"insert":"one"},{"insert":" well-sequenced turn that ends it.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The commander"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tannuk does two things, and both are load-bearing:\n"},{"attributes":{"bold":true},"insert":"\"Other creatures you control have haste.\""},{"insert":" Everything you cheat in can attack or tap immediately. This is what makes warping fatties and infinite-combat lines work."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"\"Artifact cards and red creature cards in your hand have warp {2}{R}.\""},{"insert":" Warp is the engine. It lets you cast your expensive payoffs for three mana now, instead of waiting to hard-cast them."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If Tannuk is removed, your big bodies get expensive again and lose haste — so the deck carries backup cheat/haste in "},{"attributes":{"bold":true},"insert":"Sneak Attack"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Purphoros, Bronze-Blooded"},{"insert":". Protect Tannuk when it matters, but don't bend the whole game around keeping him alive; the backups exist for a reason.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The engine: Warp"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Warp is a real "},{"attributes":{"bold":true},"insert":"cast from your hand"},{"insert":" for {2}{R}. The card goes onto the battlefield normally, gets haste from Tannuk, and then "},{"attributes":{"bold":true},"insert":"is exiled at the beginning of the next end step"},{"insert":" (in normal play, the end of the turn you warped it). You may "},{"attributes":{"bold":true},"insert":"recast it from exile on a later turn for its full mana cost."},{"insert":" The mechanics that trip people up:\n"},{"attributes":{"bold":true},"insert":"What works with warp:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Cast / cascade / discover triggers fire."},{"insert":" Warp is casting the spell, so cascade (Maelstrom Colossus), discover (Trumpeting Carnosaur), and \"when you cast\" effects all trigger off the warp."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Enters-the-battlefield triggers fire."},{"insert":" The creature/artifact enters normally — so Terror of the Peaks pings, Meteor Golem destroys, Solemn fetches, etc."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Leaves-the-battlefield triggers fire"},{"insert":" when it exiles at end of turn (Anticausal Vestige wants this)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"What does NOT work with warp:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Death triggers."},{"insert":" Warped permanents go to "},{"attributes":{"bold":true},"insert":"exile, not the graveyard."},{"insert":" Sacrifice/death payoffs are anti-synergy — this is exactly why Ashnod's Altar and friends were cut."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"\"Cast from exile\" payoffs are NOT triggered by the initial warp."},{"insert":" Passionate Archaeologist, Wild-Magic Sorcerer, and Nalfeshnee care about casting from a non-hand zone. The first warp is "},{"attributes":{"italic":true},"insert":"from your hand"},{"insert":", so it doesn't fire them. They go off your "},{"attributes":{"bold":true},"insert":"impulse spells"},{"insert":" and off "},{"attributes":{"bold":true},"insert":"recasting a warped card out of exile later."},{"insert":" Sequence those payoffs around impulse/recast turns, not the initial warp."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Two ways to keep a warped permanent forever:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Sundial of the Infinite"},{"insert":" — in response to warp's end-of-turn exile trigger, activate Sundial to end the turn. The exile trigger is removed and the permanent stays."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Conjurer's Closet"},{"insert":" — blink it on your end step; it returns as a new, permanent object (and re-triggers its ETB)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cost reduction stacks with warp."},{"insert":" Warp is an alternative cost, and generic cost reducers still apply to it. With "},{"attributes":{"bold":true},"insert":"Semblance Anvil"},{"insert":" (imprint a red creature or artifact) your warps drop from {2}{R} to "},{"attributes":{"bold":true},"insert":"{R}"},{"insert":"; "},{"attributes":{"bold":true},"insert":"Foundry Inspector"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Ruby Medallion"},{"insert":" stack further. This is the answer to \"I get stuck on one or two warps a turn\" — the reducers are what let you chain three or four.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"How the deck wins (the gameplan arc)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Think of every game in three phases. Your category labels in Archidekt are sorted in this exact order so the screen reads like a game plan:\n"},{"attributes":{"bold":true},"insert":"Set up (turns 1–4): Ramp → Cost Reduction → Card Advantage."},{"insert":" Drop rocks and reducers, dig with impulse/wheels, hold your payoffs. You want to reach the payoff turn with mana, a discount engine, and a hand of things to warp."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Close (the payoff turn): Warp Payoff → Damage Conversion → Combo Piece."},{"insert":" Land a damage anchor or a combo enabler, "},{"attributes":{"italic":true},"insert":"then"},{"insert":" deploy bodies so each one does damage or completes a line."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Keep it alive: ETB-Blink Value, Removal, Protection."},{"insert":" Multiply your triggers (Panharmonicon, Conjurer's Closet), clear blockers/threats, and protect the key turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Win conditions & combos"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Three complete combos already in the 99"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Devastating Onslaught + Terror of the Peaks"},{"insert":" → token-copies of Terror flood in, and the copies trigger each other's ETB pings into ~125 damage spread across the table. A functional one-card-attack kill once both are down."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cavern-Hoard Dragon + Aggravated Assault"},{"insert":" → the Dragon's combat Treasure pays for Aggravated Assault's extra combat, which makes more Treasure → infinite combats and effectively infinite damage to one player."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Blightsteel Colossus + Chandra's Ignition"},{"insert":" → Ignition has Blightsteel deal its 11 power to each opponent as infect; 11 poison is lethal, so "},{"attributes":{"bold":true},"insert":"each opponent loses"},{"insert":" on the spot."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The \"fair\" routes (what you do most games)"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Damage conversion."},{"insert":" Terror of the Peaks (and Terror of Mount Velus' double-strike anthem) turn every warp/copy/token entry into reach. With Panharmonicon and blink/copy, this burns the table out without combat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Big hasty beatdown."},{"insert":" Warp a fattie, swing now. Blightsteel ends a player through infect in one hit; double-strike anthems make any single threat lethal; Drakuseth burns three things on the way in."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Combo upgrades sitting in the Maybeboard"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Dawnsire, Sunstar Dreadnought + Pain for All"},{"insert":" → point Dawnsire's 100 damage at your own Pain-for-All creature; it redirects 100 to "},{"attributes":{"bold":true},"insert":"each"},{"insert":" opponent. Both pieces are cheap and warp-friendly (Dawnsire is colorless → warpable)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Aggravated Assault + Neheb, the Eternal / Alena, Kessig Trapper"},{"insert":" → two more infinite-combat partners for the Assault you already run."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Mulligan guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"You're looking for a hand that can "},{"attributes":{"italic":true},"insert":"function"},{"insert":", not a perfect one. Keep hands with:\n"},{"attributes":{"bold":true},"insert":"2–4 lands"},{"insert":" plus at least one early ramp piece or cost reducer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"A way to use your mana"},{"insert":" — either Tannuk-soon, a cost reducer, or a couple of castable/warpable cards. A hand that's all 7-drops with no reducer and no early plays is the classic trap keep; ship it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ideally a payoff or a dig spell"},{"insert":" to find one."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong keeps lean on the "},{"attributes":{"bold":true},"insert":"Gold"},{"insert":" cards (cost reducers, Sol Ring, Jeska's Will, a Terror, an early dig). A hand of three "},{"attributes":{"bold":true},"insert":"Copper"},{"insert":" cards and a fattie is a mulligan. You don't need the combo in your opening hand — you need the engine and the mana to deploy it.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Turn-by-turn sequencing"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turns 1–3:"},{"insert":" Ramp and smooth — Sol Ring, Signet, Ruby Medallion, Semblance Anvil (imprint the type you have the most of), impulse draw. Hold your warp targets; don't dump them early."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn 4–5:"},{"insert":" Land Tannuk with protection available (Lightning Greaves / Swiftfoot Boots) "},{"attributes":{"bold":true},"insert":"or"},{"insert":" with Deflecting Swat / Bolt Bend in hand. If the table has open mana and removal, consider baiting before committing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The payoff turn:"},{"insert":" Deploy your "},{"attributes":{"italic":true},"insert":"anchor first"},{"insert":" — Terror of the Peaks, a double-strike anthem, or a combo enabler — "},{"attributes":{"bold":true},"insert":"then"},{"insert":" warp/copy creatures so each entry pings or each attacker is lethal. Order matters: anchor, then bodies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Keeping pieces:"},{"insert":" If a warped permanent is worth keeping (Chimil, Portal to Phyrexia, a big flier), hold Sundial to end the turn on the exile trigger, or blink it with Conjurer's Closet."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cast-from-exile turns:"},{"insert":" When you want Passionate Archaeologist / Wild-Magic Sorcerer / Nalfeshnee value, line up impulse spells and recasts from exile — not the initial warp."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Closing:"},{"insert":" Drakuseth, double strike, Terror pings, a combo, or Blightsteel. You rarely need to grind; you need one big, well-sequenced turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Reading your own deck (tags & categories)"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Color tags = piloting priority:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Gold (#D3AF37) — Core."},{"insert":" Mulligan toward it, dig for it, protect it. The engine, the centerpiece payoffs, the combo pieces."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Silver (#BCC6CC) — Solid."},{"insert":" Play it as the turn flows. Reliable support that doesn't need a build-around."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Copper (#CE7C56) — Flex."},{"insert":" Situational, win-more, or duplicative. Don't lean on these, and know they're your first cuts."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Categories = the gameplan,"},{"insert":" sorted set-up → close → protect. \n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tips, tricks & key interactions"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Imprint Semblance Anvil on whichever type you're heaviest in"},{"insert":" (usually red creatures). That's the single biggest deployment unlock."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Warp triggers cascade/discover"},{"insert":" — Maelstrom Colossus and Trumpeting Carnosaur give you a free spell "},{"attributes":{"italic":true},"insert":"and"},{"insert":" a body off a 3-mana warp."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Panharmonicon doubles ETB pings"},{"insert":" — a Terror of the Peaks turn with Panharmonicon out roughly doubles your reach."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Protect the combo turn."},{"insert":" One removal spell on the key piece fizzles most lines, so hold Deflecting Swat / Bolt Bend (or Defense Grid from the maybeboard) when you're about to go off."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cavern-Hoard Dragon and Aggravated Assault are both maindeck"},{"insert":" — if you draw both and have a board, that's a checkable kill; don't overlook it in favor of a flashier line."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Common misplays to avoid"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Over-warping into a wipe."},{"insert":" Dumping three fatties when someone has open mana and a known sweeper hands them a blowout. Read the table before you commit the payoff turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Force-warping when mana-screwed."},{"insert":" If you can only afford one warp, make it the highest-impact one and develop the rest of your hand instead of half-committing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Leaning on Tannuk."},{"insert":" He's the best engine, not the only one — Sneak Attack and Purphoros do the job if he's gone. Don't tap out to protect him if it costs you the turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Expecting death-trigger value."},{"insert":" Warped permanents exile; plan around enters/leaves and cast triggers, not deaths."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Bracket & pod etiquette"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a "},{"attributes":{"bold":true},"insert":"Bracket 4"},{"insert":" deck: the ceiling comes from two-card combos (Devastating Onslaught + Terror, Cavern-Hoard + Aggravated Assault, Blightsteel + Chandra's Ignition) and two Game Changers (Jeska's Will, Gamble) — "},{"attributes":{"bold":true},"insert":"not"},{"insert":" from fast mana. It's tuned to win efficiently within a fun strategy, not to metagame a table.\nThe maybeboard's "},{"attributes":{"bold":true},"insert":"Blood Moon / Magus of the Moon"},{"insert":" are the one knob that changes the social contract: Sleeve them against greedy multicolor tables.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Threat assessment (what to fear, what to ignore)"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Board wipes"},{"insert":" are your biggest enemy — they undo a committed warp turn. Mitigate by not over-extending, by holding Purphoros (indestructible insurance), and by closing fast."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Counterspells / instant-speed removal on the combo turn"},{"insert":" — hold protection or run Defense Grid."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Graveyard and exile hate barely touch you"},{"insert":" — warp doesn't use the graveyard, so you can largely ignore it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Prioritize removing"},{"insert":" opposing fast-mana, recursion engines, and anyone telegraphing a faster combo than yours. You usually want to be the one who goes off first, so disrupt the player most likely to beat you to it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
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
(Ctrl to add secondary)
Ignite the Future
Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Valakut Exploration
Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
Enchantment

Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery

Card Advantage
(Ctrl to add secondary)
Purphoros, Bronze-Blooded
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Other creatures you control have haste.
: You may put a red creature card or an artifact creature card from your hand onto the battlefield. Sacrifice it at the beginning of the next end step.
As long as your devotion to red is less than five, Purphoros isn't a creature.
Other creatures you control have haste.
: You may put a red creature card or an artifact creature card from your hand onto the battlefield. Sacrifice it at the beginning of the next end step.
Legendary Creature Enchantment - God

Cheat Engine
(Ctrl to add secondary)
Combo Piece
(Ctrl to add secondary)
Cost Reduction
(Ctrl to add secondary)
Damage Conversion
(Ctrl to add secondary)
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

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

ETB-Blink Value
(Ctrl to add secondary)
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Spinerock Knoll
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 an opponent was dealt 7 or more damage this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
(Ctrl to add secondary)
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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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

Ramp
(Ctrl to add secondary)
Removal
(Ctrl to add secondary)
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

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

Clive, Ifrit's Dominant
When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)
, : Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
, : Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Human Warrior Noble


Extinguisher Battleship
When this Spacecraft enters, destroy target noncreature permanent. Then this Spacecraft deals 4 damage to each creature.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 5+.)
5+ | Flying, trample
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 5+.)
5+ | Flying, trample
Artifact - Spacecraft

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

Warp Payoff
(Ctrl to add secondary)
Blast-Furnace Hellkite
Artifact offering (You may cast this spell as though it had flash by sacrificing an artifact and paying the difference in mana costs between this and the sacrificed artifact. Mana cost includes color.)
Flying, double strike
Creatures attacking your opponents have double strike.
Flying, double strike
Creatures attacking your opponents have double strike.
Creature - Dragon

Combat Celebrant
If this creature hasn't been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase. (An exerted creature won't untap during your next untap step.)
Creature - Human Warrior

Dawnsire, Sunstar Dreadnought
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 20+.)
10+ | Whenever you attack, Dawnsire deals 100 damage to up to one target creature or planeswalker.
20+ | Flying
10+ | Whenever you attack, Dawnsire deals 100 damage to up to one target creature or planeswalker.
20+ | Flying
Legendary Artifact - Spacecraft

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

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Sideboard
(Ctrl to add secondary)
Goblin Engineer
When this creature enters, you may search your library for an artifact card, put it into your graveyard, then shuffle.
, , Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
, , Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
Creature - Goblin Artificer

Goblin Welder
: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield.
Creature - Goblin Artificer

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{"ops":[{"insert":"Tannuk, Steadfast Second — Deck Primer"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"italic":true},"insert":"Mono-red warp aggro-combo. Bracket 4. Cheat big things into play, give them haste, and end the game on a focused turn — through combat, ETB damage, or one of three clean two-card combos."},{"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The 30-second version"},{"attributes":{"header":2},"insert":"\n"},{"insert":"You ramp and reduce costs early, land Tannuk around turn 4–5, then spend a payoff turn warping fat red creatures and artifacts in at a discount with haste. Most games you win one of four ways: a damage-conversion turn (Terror of the Peaks turning every entering creature into burn), a big hasty alpha strike, an infinite-combat loop, or a compact two-card kill. You are the proactive deck — you are almost never trying to grind, you are trying to set up "},{"attributes":{"italic":true},"insert":"one"},{"insert":" well-sequenced turn that ends it.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The commander"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tannuk does two things, and both are load-bearing:\n"},{"attributes":{"bold":true},"insert":"\"Other creatures you control have haste.\""},{"insert":" Everything you cheat in can attack or tap immediately. This is what makes warping fatties and infinite-combat lines work."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"\"Artifact cards and red creature cards in your hand have warp {2}{R}.\""},{"insert":" Warp is the engine. It lets you cast your expensive payoffs for three mana now, instead of waiting to hard-cast them."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If Tannuk is removed, your big bodies get expensive again and lose haste — so the deck carries backup cheat/haste in "},{"attributes":{"bold":true},"insert":"Sneak Attack"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Purphoros, Bronze-Blooded"},{"insert":". Protect Tannuk when it matters, but don't bend the whole game around keeping him alive; the backups exist for a reason.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The engine: Warp"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Warp is a real "},{"attributes":{"bold":true},"insert":"cast from your hand"},{"insert":" for {2}{R}. The card goes onto the battlefield normally, gets haste from Tannuk, and then "},{"attributes":{"bold":true},"insert":"is exiled at the beginning of the next end step"},{"insert":" (in normal play, the end of the turn you warped it). You may "},{"attributes":{"bold":true},"insert":"recast it from exile on a later turn for its full mana cost."},{"insert":" The mechanics that trip people up:\n"},{"attributes":{"bold":true},"insert":"What works with warp:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Cast / cascade / discover triggers fire."},{"insert":" Warp is casting the spell, so cascade (Maelstrom Colossus), discover (Trumpeting Carnosaur), and \"when you cast\" effects all trigger off the warp."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Enters-the-battlefield triggers fire."},{"insert":" The creature/artifact enters normally — so Terror of the Peaks pings, Meteor Golem destroys, Solemn fetches, etc."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Leaves-the-battlefield triggers fire"},{"insert":" when it exiles at end of turn (Anticausal Vestige wants this)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"What does NOT work with warp:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Death triggers."},{"insert":" Warped permanents go to "},{"attributes":{"bold":true},"insert":"exile, not the graveyard."},{"insert":" Sacrifice/death payoffs are anti-synergy — this is exactly why Ashnod's Altar and friends were cut."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"\"Cast from exile\" payoffs are NOT triggered by the initial warp."},{"insert":" Passionate Archaeologist, Wild-Magic Sorcerer, and Nalfeshnee care about casting from a non-hand zone. The first warp is "},{"attributes":{"italic":true},"insert":"from your hand"},{"insert":", so it doesn't fire them. They go off your "},{"attributes":{"bold":true},"insert":"impulse spells"},{"insert":" and off "},{"attributes":{"bold":true},"insert":"recasting a warped card out of exile later."},{"insert":" Sequence those payoffs around impulse/recast turns, not the initial warp."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Two ways to keep a warped permanent forever:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Sundial of the Infinite"},{"insert":" — in response to warp's end-of-turn exile trigger, activate Sundial to end the turn. The exile trigger is removed and the permanent stays."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Conjurer's Closet"},{"insert":" — blink it on your end step; it returns as a new, permanent object (and re-triggers its ETB)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cost reduction stacks with warp."},{"insert":" Warp is an alternative cost, and generic cost reducers still apply to it. With "},{"attributes":{"bold":true},"insert":"Semblance Anvil"},{"insert":" (imprint a red creature or artifact) your warps drop from {2}{R} to "},{"attributes":{"bold":true},"insert":"{R}"},{"insert":"; "},{"attributes":{"bold":true},"insert":"Foundry Inspector"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Ruby Medallion"},{"insert":" stack further. This is the answer to \"I get stuck on one or two warps a turn\" — the reducers are what let you chain three or four.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"How the deck wins (the gameplan arc)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Think of every game in three phases. Your category labels in Archidekt are sorted in this exact order so the screen reads like a game plan:\n"},{"attributes":{"bold":true},"insert":"Set up (turns 1–4): Ramp → Cost Reduction → Card Advantage."},{"insert":" Drop rocks and reducers, dig with impulse/wheels, hold your payoffs. You want to reach the payoff turn with mana, a discount engine, and a hand of things to warp."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Close (the payoff turn): Warp Payoff → Damage Conversion → Combo Piece."},{"insert":" Land a damage anchor or a combo enabler, "},{"attributes":{"italic":true},"insert":"then"},{"insert":" deploy bodies so each one does damage or completes a line."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Keep it alive: ETB-Blink Value, Removal, Protection."},{"insert":" Multiply your triggers (Panharmonicon, Conjurer's Closet), clear blockers/threats, and protect the key turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Win conditions & combos"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Three complete combos already in the 99"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Devastating Onslaught + Terror of the Peaks"},{"insert":" → token-copies of Terror flood in, and the copies trigger each other's ETB pings into ~125 damage spread across the table. A functional one-card-attack kill once both are down."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cavern-Hoard Dragon + Aggravated Assault"},{"insert":" → the Dragon's combat Treasure pays for Aggravated Assault's extra combat, which makes more Treasure → infinite combats and effectively infinite damage to one player."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Blightsteel Colossus + Chandra's Ignition"},{"insert":" → Ignition has Blightsteel deal its 11 power to each opponent as infect; 11 poison is lethal, so "},{"attributes":{"bold":true},"insert":"each opponent loses"},{"insert":" on the spot."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The \"fair\" routes (what you do most games)"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Damage conversion."},{"insert":" Terror of the Peaks (and Terror of Mount Velus' double-strike anthem) turn every warp/copy/token entry into reach. With Panharmonicon and blink/copy, this burns the table out without combat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Big hasty beatdown."},{"insert":" Warp a fattie, swing now. Blightsteel ends a player through infect in one hit; double-strike anthems make any single threat lethal; Drakuseth burns three things on the way in."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Combo upgrades sitting in the Maybeboard"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Dawnsire, Sunstar Dreadnought + Pain for All"},{"insert":" → point Dawnsire's 100 damage at your own Pain-for-All creature; it redirects 100 to "},{"attributes":{"bold":true},"insert":"each"},{"insert":" opponent. Both pieces are cheap and warp-friendly (Dawnsire is colorless → warpable)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Aggravated Assault + Neheb, the Eternal / Alena, Kessig Trapper"},{"insert":" → two more infinite-combat partners for the Assault you already run."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Mulligan guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"You're looking for a hand that can "},{"attributes":{"italic":true},"insert":"function"},{"insert":", not a perfect one. Keep hands with:\n"},{"attributes":{"bold":true},"insert":"2–4 lands"},{"insert":" plus at least one early ramp piece or cost reducer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"A way to use your mana"},{"insert":" — either Tannuk-soon, a cost reducer, or a couple of castable/warpable cards. A hand that's all 7-drops with no reducer and no early plays is the classic trap keep; ship it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ideally a payoff or a dig spell"},{"insert":" to find one."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong keeps lean on the "},{"attributes":{"bold":true},"insert":"Gold"},{"insert":" cards (cost reducers, Sol Ring, Jeska's Will, a Terror, an early dig). A hand of three "},{"attributes":{"bold":true},"insert":"Copper"},{"insert":" cards and a fattie is a mulligan. You don't need the combo in your opening hand — you need the engine and the mana to deploy it.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Turn-by-turn sequencing"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turns 1–3:"},{"insert":" Ramp and smooth — Sol Ring, Signet, Ruby Medallion, Semblance Anvil (imprint the type you have the most of), impulse draw. Hold your warp targets; don't dump them early."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn 4–5:"},{"insert":" Land Tannuk with protection available (Lightning Greaves / Swiftfoot Boots) "},{"attributes":{"bold":true},"insert":"or"},{"insert":" with Deflecting Swat / Bolt Bend in hand. If the table has open mana and removal, consider baiting before committing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The payoff turn:"},{"insert":" Deploy your "},{"attributes":{"italic":true},"insert":"anchor first"},{"insert":" — Terror of the Peaks, a double-strike anthem, or a combo enabler — "},{"attributes":{"bold":true},"insert":"then"},{"insert":" warp/copy creatures so each entry pings or each attacker is lethal. Order matters: anchor, then bodies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Keeping pieces:"},{"insert":" If a warped permanent is worth keeping (Chimil, Portal to Phyrexia, a big flier), hold Sundial to end the turn on the exile trigger, or blink it with Conjurer's Closet."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cast-from-exile turns:"},{"insert":" When you want Passionate Archaeologist / Wild-Magic Sorcerer / Nalfeshnee value, line up impulse spells and recasts from exile — not the initial warp."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Closing:"},{"insert":" Drakuseth, double strike, Terror pings, a combo, or Blightsteel. You rarely need to grind; you need one big, well-sequenced turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Reading your own deck (tags & categories)"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Color tags = piloting priority:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Gold (#D3AF37) — Core."},{"insert":" Mulligan toward it, dig for it, protect it. The engine, the centerpiece payoffs, the combo pieces."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Silver (#BCC6CC) — Solid."},{"insert":" Play it as the turn flows. Reliable support that doesn't need a build-around."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Copper (#CE7C56) — Flex."},{"insert":" Situational, win-more, or duplicative. Don't lean on these, and know they're your first cuts."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Categories = the gameplan,"},{"insert":" sorted set-up → close → protect. \n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tips, tricks & key interactions"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Imprint Semblance Anvil on whichever type you're heaviest in"},{"insert":" (usually red creatures). That's the single biggest deployment unlock."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Warp triggers cascade/discover"},{"insert":" — Maelstrom Colossus and Trumpeting Carnosaur give you a free spell "},{"attributes":{"italic":true},"insert":"and"},{"insert":" a body off a 3-mana warp."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Panharmonicon doubles ETB pings"},{"insert":" — a Terror of the Peaks turn with Panharmonicon out roughly doubles your reach."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Protect the combo turn."},{"insert":" One removal spell on the key piece fizzles most lines, so hold Deflecting Swat / Bolt Bend (or Defense Grid from the maybeboard) when you're about to go off."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cavern-Hoard Dragon and Aggravated Assault are both maindeck"},{"insert":" — if you draw both and have a board, that's a checkable kill; don't overlook it in favor of a flashier line."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Common misplays to avoid"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Over-warping into a wipe."},{"insert":" Dumping three fatties when someone has open mana and a known sweeper hands them a blowout. Read the table before you commit the payoff turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Force-warping when mana-screwed."},{"insert":" If you can only afford one warp, make it the highest-impact one and develop the rest of your hand instead of half-committing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Leaning on Tannuk."},{"insert":" He's the best engine, not the only one — Sneak Attack and Purphoros do the job if he's gone. Don't tap out to protect him if it costs you the turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Expecting death-trigger value."},{"insert":" Warped permanents exile; plan around enters/leaves and cast triggers, not deaths."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Bracket & pod etiquette"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a "},{"attributes":{"bold":true},"insert":"Bracket 4"},{"insert":" deck: the ceiling comes from two-card combos (Devastating Onslaught + Terror, Cavern-Hoard + Aggravated Assault, Blightsteel + Chandra's Ignition) and two Game Changers (Jeska's Will, Gamble) — "},{"attributes":{"bold":true},"insert":"not"},{"insert":" from fast mana. It's tuned to win efficiently within a fun strategy, not to metagame a table.\nThe maybeboard's "},{"attributes":{"bold":true},"insert":"Blood Moon / Magus of the Moon"},{"insert":" are the one knob that changes the social contract: Sleeve them against greedy multicolor tables.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Threat assessment (what to fear, what to ignore)"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Board wipes"},{"insert":" are your biggest enemy — they undo a committed warp turn. Mitigate by not over-extending, by holding Purphoros (indestructible insurance), and by closing fast."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Counterspells / instant-speed removal on the combo turn"},{"insert":" — hold protection or run Defense Grid."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Graveyard and exile hate barely touch you"},{"insert":" — warp doesn't use the graveyard, so you can largely ignore it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Prioritize removing"},{"insert":" opposing fast-mana, recursion engines, and anyone telegraphing a faster combo than yours. You usually want to be the one who goes off first, so disrupt the player most likely to beat you to it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}













































































