wickedgood
5.3k views46 hrs ago
Commander
Size: 100Salt sum: 28.44
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"attributes":{"bold":true},"insert":"General Strategy"},{"insert":"\n\nThis is a multicolor-matters deck that builds a board of multicolored permanents ahead of playing the commander, with the goal of making enough robot tokens to station it and swing the next turn. Once the station is fully operational, the deck intends to win through a combination of commander damage and impact tremors-like effects set off by blinking or replaying the Station. \n\nI built the deck both to enable "},{"insert":{"card-link":"Jegantha, the Wellspring"}},{"insert":" as a companion to help with ramp and mana fixing, as well as favoring multicolored spells as much as possible, both to enable the commander and to trigger multicolor-matters effects like "},{"insert":{"card-link":"Ancient Cornucopia"}},{"insert":" and "},{"insert":{"card-link":"General Ferrous Rokiric"}},{"insert":" . As a result, there are a number of card choices that may seem sub-optimal but are intentionally included to serve those twin purposes. For instance, I know that "},{"insert":{"card-link":"Generous Gift"}},{"insert":" exists, but I'm choosing to run "},{"insert":{"card-link":"Detention Sphere"}},{"insert":" instead, because it's a multicolored permanent that stays on board and represents an additional robot when I play the Station, or another card drawn when it attacks. \n\nIn general, the early game wants to be spent getting multicolored permanents on board. Ideally, some of these will represent ramp, like "},{"insert":{"card-link":"Ignis Scientia"}},{"insert":", "},{"insert":{"card-link":"Faeburrow Elder"}},{"insert":" , or "},{"insert":{"card-link":"Trace of Abundance"}},{"insert":", but just getting any multicolored permanents on board is fine, because we want to get enough 2/2 robots combined with our other creatures to be able to fully station the commander the turn after we play it. It's fine to delay playing the commander on curve by a turn or even two if it means it will provide us sufficient value when we do play it. \n\nOnce we have the commander down and attacking, the cards we draw off the attack trigger should give us a lot of direction for what we do next, but our general goal is to find an impact tremors effect, find a way to blink or airbend the Station, and then play both those effects with protection held up to drain the table. \n\nOne thing that isn’t immediately obvious is that there is a deliberate inclusion of multicolored artifacts and enchantments in this deck as an insurance policy against board wipes. This deck can lay low pretty successfully in the early game since a lot of the cards it plays are fairly innocuous on their own, but once the Station comes down and makes a bunch of robots, that will tend to spook the table, especially if it gets to swing and draws you a new hand. If all your multicolor permanents are creatures, then the deck is basically rebuilding from scratch, but even having a few enchantments on board means that just replaying the commander will still give you a few robots and be able to get going again that much more quickly. \n\n"},{"attributes":{"bold":true},"insert":"Notes on the Mana Base"},{"insert":"\n\nAs with any five color deck, the mana base can be the most challenging part of getting the deck to function. The deck wants a fairly even spread of pips because of the multicolor nature of the deck, though it does skew a bit more heavily toward green, because that's where the ramp tends to be. Obviously, lands that come in untapped are going to be better, but do be careful with going too heavy on pain lands; because the cards in the deck have so many more colored pips than an average commander deck, it's easy to take 10 or 15 damage from your own lands in the early game just due to pain lands, fetches, and shocks, if you're overindexed on those and/or aren't being deliberate about how they're used. \n\n"},{"attributes":{"bold":true},"insert":"MVP cards"},{"insert":"\n\n"},{"insert":{"card-link":"Leyline of the Guildpact"}},{"insert":" - This is a force multiplier for everything the Station wants to do. It fixes mana, which makes the early turns much smoother (doubly so if you get to play it as a start of game effect), but more importantly, it represents effectively double cards drawn off the Station's attack, since all the colorless nonland permanents (which will mostly be robots) are suddenly multicolored permanents that count toward the effect. It also means that, when you blink or copy the Station, all of the robots on board count toward your next batch of robots, so you end up effectively tripling your robot count instead of doubling it. \n\n"},{"insert":{"card-link":"Solar Array"}},{"insert":" - This mana rock makes it 25% easier to get the Station to fully operational by giving it five counters when it enters. The deck needs a fair amount of color fixing anyway, so any time there's fixing with upside, it's worth including. Same can be said for "},{"insert":{"card-link":"Ancient Cornucopia"}},{"insert":"; being able to gain three to five life every turn adds up quickly. \n\n"},{"insert":{"card-link":"General Ferrous Rokiric"}},{"insert":" - Any card that gets us multiple multicolored permanents for the cost of a single card is amazing in this deck. Same goes for "},{"insert":{"card-link":"Jared Carthalion"}},{"insert":", "},{"insert":{"card-link":"Torens, Fist of the Angels"}},{"insert":", and"},{"insert":{"card-link":"Rhys the Redeemed"}},{"insert":". \n\n"},{"insert":{"card-link":"Fallaji Wayfarer"}},{"insert":"/"},{"insert":{"card-link":"Faeburrow Elder"}},{"insert":"/"},{"insert":{"card-link":"Bloom Tender"}},{"insert":" - We want to cast a lot of multicolored spells, and these friends want us to do that so they can help us cast more. \n\n"},{"attributes":{"bold":true},"insert":"Win Conditions"},{"insert":"\n\nThe typical game ends by playing "},{"insert":{"card-link":"Corpse Knight"}},{"insert":", "},{"insert":{"card-link":"Warleader's Call"}},{"insert":" or "},{"insert":{"card-link":"Wispdrinker Vampire"}},{"insert":" that pings the table on creatures entering, followed by blinking or replaying the Station to make a lot of robots. We have "},{"insert":{"card-link":"Abuelo, Ancestral Echo"}},{"insert":" and "},{"insert":{"card-link":"Vanish into Memory"}},{"insert":" to blink the station, "},{"insert":{"card-link":"Aang, Swift Savior // Aang, Swift Savior"}},{"insert":" to airbend it, "},{"insert":{"card-link":"Saheeli, the Sun's Brilliance"}},{"insert":" to make a copy of it, and "},{"insert":{"card-link":"Cauldron of Essence"}},{"insert":" as a sacrifice outlet to allow us to replay it. Note that we don't need a ton of redundancy for this, since if we're in a winning position, the Station should be drawing us a ton of cards on each attack. \n\nIf we already have a wide board, "},{"insert":{"card-link":"Knowledge Is Power"}},{"insert":" can act like Craterhoof Behemoth at home, since we can swing out, the Station will draw us a bunch of cards, and then the enchantment will buff our board by that much. (Don't forget to count your draw for turn!) \n\n"},{"insert":{"card-link":"Throne of the God-Pharaoh"}},{"insert":" can work with either of these strategies to further burn the table, and we can tap any creatures we've played during the turn to add counters to the Station to max out that damage. \n\n"},{"attributes":{"bold":true},"insert":"Common Rules Errors"},{"insert":"\n\nThis is less of an error and more of just something I often miss, but remember that you need to pay 3 mana at sorcery speed to move Jegantha from the companion zone to your hand. This comes up not because it's easy to forget that you need to pay that cost, but more that it's easy to forget that's something that you can sink unspent mana into in the early game if you have an awkward draw. The curve is fairly low, but given this is a five color deck, you sometimes just don't have pips on your lands that line up with your early plays, and you'll have a turn with three mana that you can't use to play a card. Alternatively, you may need Jegantha to fix your mana to allow you to play the Station, which means you need to plan to spend that three mana at some point in the early turns to make it available when you have five mana. \n\n"},{"attributes":{"bold":true},"insert":"Notable Exclusions"},{"insert":"\n\n"},{"insert":{"card-link":"Mana Cannons"}},{"insert":" - Honestly, it was just too much mental overhead for not enough payoff. It also tended to draw way too much attention before the deck was ready to be the threat. \n\n"},{"insert":{"card-link":"Jenson Carthalion, Druid Exile"}},{"insert":" - This is more of a WUBRG matters card than a multicolor matters card. The scry is fine but it felt underwhelming if it wasn't also making angels, which rarely happens with the way this deck is built. \n\n"},{"insert":{"card-link":"Chromatic Lantern"}},{"insert":" - In order for a mono color or colorless card to make it into this deck, it has to be really, really good, and Chromantic Lantern just isn't. There are better ways to fix mana in the deck already, like "},{"insert":{"card-link":"The World Tree"}},{"insert":" and Leyline of the Guildpact, so it's not worth playing this over a multicolored card. \n\n"},{"insert":{"card-link":"Rienne, Angel of Rebirth"}},{"insert":" - This is mainly a victim of mana cost. Station really wants to play a lot of cheap permanents to get going early, and while Rienne represents a decent amount of value once she hits the board, I found she just sat in hand a lot because there were almost always other things I wanted to do instead. Same goes for other impressive sounding but expensive cards like"},{"insert":{"card-link":"Nahiri's Resolve"}},{"insert":" or "},{"insert":{"card-link":"Assemble the Legion"}},{"insert":". \n\n"},{"insert":{"card-link":"Decanter of Endless Water"}},{"insert":" - Having no max hand size is nice, but playing a colorless artifact makes it less likely to need it. \n\n\n"}]}
Infinite Guideline Station
When Infinite Guideline Station enters, create a tapped 2/2 colorless Robot artifact creature token for each multicolored permanent you control.
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 12+.)
12+ | Flying
Whenever Infinite Guideline Station attacks, draw a card for each multicolored permanent you control.
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 12+.)
12+ | Flying
Whenever Infinite Guideline Station attacks, draw a card for each multicolored permanent you control.
Legendary Artifact - Spacecraft

Commander
(Ctrl to add secondary)
Blink
(Ctrl to add secondary)
Burn
(Ctrl to add secondary)
Scientist Supreme of A.I.M.
Pay 2 life: Copy target activated or triggered ability you control from an artifact source. You may choose new targets for the copy. Activate only during your turn and only once each turn. (Mana abilities can't be targeted.)
Legendary Creature - Human Scientist Villain

Wulfgar of Icewind Dale
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
If a creature you control attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
If a creature you control attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Human Barbarian

Copy
(Ctrl to add secondary)
Inspirit, Flagship Vessel
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 8+.)
1+ | At the beginning of combat on your turn, put your choice of a +1/+1 counter or two charge counters on up to one other target artifact.
8+ | Flying
Other artifacts you control have hexproof and indestructible.
1+ | At the beginning of combat on your turn, put your choice of a +1/+1 counter or two charge counters on up to one other target artifact.
8+ | Flying
Other artifacts you control have hexproof and indestructible.
Legendary Artifact - Spacecraft

Counters
(Ctrl to add secondary)
Draw
(Ctrl to add secondary)
Haste
(Ctrl to add secondary)
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
(Ctrl to add secondary)
Linvala, Shield of Sea Gate
Flying
At the beginning of combat on your turn, if you have a full party, choose target nonland permanent an opponent controls. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
Sacrifice Linvala: Choose hexproof or indestructible. Creatures you control gain that ability until end of turn.
At the beginning of combat on your turn, if you have a full party, choose target nonland permanent an opponent controls. Until your next turn, it can't attack or block, and its activated abilities can't be activated.
Sacrifice Linvala: Choose hexproof or indestructible. Creatures you control gain that ability until end of turn.
Legendary Creature - Wizard Angel

Pippin, Guard of the Citadel
Vigilance, ward
: Another target creature you control gains protection from the card type of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that type.)
: Another target creature you control gains protection from the card type of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that type.)
Legendary Creature - Soldier Halfling

Vigorbloom Charm
Choose one —
• Target permanent you control gains hexproof and indestructible until end of turn.
• You draw a card and gain 3 life.
• Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
• Target permanent you control gains hexproof and indestructible until end of turn.
• You draw a card and gain 3 life.
• Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
Instant

Protection
(Ctrl to add secondary)
Deathrite Shaman
: Exile target land card from a graveyard. Add one mana of any color. (Activate only as an instant.)
, : Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
, : Exile target creature card from a graveyard. You gain 2 life.
, : Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
, : Exile target creature card from a graveyard. You gain 2 life.
Creature - Elf Shaman

Skyserpent Seeker
Flying, deathtouch
Exhaust — : Reveal cards from the top of your library until you reveal two land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order. Put a +1/+1 counter on this creature. (Activate each exhaust ability only once.)
Exhaust — : Reveal cards from the top of your library until you reveal two land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order. Put a +1/+1 counter on this creature. (Activate each exhaust ability only once.)
Creature - Snake

Solar Array
: Add one mana of any color. When you next cast an artifact spell this turn, that spell gains sunburst. (If it's a creature, it enters with a +1/+1 counter on it for each color of mana spent to cast it. Otherwise, it enters with that many charge counters on it.)
Artifact

Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

Ramp
(Ctrl to add secondary)
Assimilation Aegis
When this Equipment enters, exile up to one target creature until this Equipment leaves the battlefield.
Whenever this Equipment becomes attached to a creature, for as long as this Equipment remains attached to it, that creature becomes a copy of a creature card exiled with this Equipment.
Equip
Whenever this Equipment becomes attached to a creature, for as long as this Equipment remains attached to it, that creature becomes a copy of a creature card exiled with this Equipment.
Equip
Artifact - Equipment

Breya, Etherium Shaper
When Breya enters, create two 1/1 blue Thopter artifact creature tokens with flying.
, Sacrifice two artifacts: Choose one —
• Breya deals 3 damage to target player or planeswalker.
• Target creature gets -4/-4 until end of turn.
• You gain 5 life.
, Sacrifice two artifacts: Choose one —
• Breya deals 3 damage to target player or planeswalker.
• Target creature gets -4/-4 until end of turn.
• You gain 5 life.
Legendary Creature Artifact - Human

Detention Sphere
When this enchantment enters, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent.
When this enchantment leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
When this enchantment leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
Enchantment

Removal
(Ctrl to add secondary)
Adrix and Nev, Twincasters
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Legendary Creature - Wizard Merfolk

Aragorn, the Uniter
Whenever you cast a white spell, create a 1/1 white Human Soldier creature token.
Whenever you cast a blue spell, scry 2.
Whenever you cast a red spell, Aragorn deals 3 damage to target opponent.
Whenever you cast a green spell, target creature gets +4/+4 until end of turn.
Whenever you cast a blue spell, scry 2.
Whenever you cast a red spell, Aragorn deals 3 damage to target opponent.
Whenever you cast a green spell, target creature gets +4/+4 until end of turn.
Legendary Creature - Human Noble

Jared Carthalion
+1: Create a 3/3 Kavu creature token with trample that's all colors.
−3: Choose up to two target creatures. For each of them, put a number of +1/+1 counters on it equal to the number of colors it is.
−6: Return target multicolored card from your graveyard to your hand. If that card was all colors, draw a card and create two Treasure tokens.
Jared Carthalion can be your commander.
−3: Choose up to two target creatures. For each of them, put a number of +1/+1 counters on it equal to the number of colors it is.
−6: Return target multicolored card from your graveyard to your hand. If that card was all colors, draw a card and create two Treasure tokens.
Jared Carthalion can be your commander.
Legendary Planeswalker - Jared

Torens, Fist of the Angels
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever you cast a creature spell, create a 1/1 green and white Human Soldier creature token with training.
Whenever you cast a creature spell, create a 1/1 green and white Human Soldier creature token with training.
Legendary Creature - Human Cleric

Tokens
(Ctrl to add secondary)
Untap
(Ctrl to add secondary)
Jegantha, the Wellspring
Companion — No card in your starting deck has more than one of the same mana symbol in its mana cost. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
: Add . This mana can't be spent to pay generic mana costs.
: Add . This mana can't be spent to pay generic mana costs.
Legendary Creature - Elemental Elk

Companion
(Ctrl to add secondary)
Fallaji Wayfarer
Fallaji Wayfarer is all colors. This ability doesn't affect its color identity. (It can be in any deck whose commander's color identity includes green.)
Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for or one mana of a color that creature is.)
Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for or one mana of a color that creature is.)
Creature - Human Scout

Figure of Destiny
: This creature becomes a Kithkin Spirit with base power and toughness 2/2.
: If this creature is a Spirit, it becomes a Kithkin Spirit Warrior with base power and toughness 4/4.
: If this creature is a Warrior, it becomes a Kithkin Spirit Warrior Avatar with base power and toughness 8/8, flying, and first strike.
: If this creature is a Spirit, it becomes a Kithkin Spirit Warrior with base power and toughness 4/4.
: If this creature is a Warrior, it becomes a Kithkin Spirit Warrior Avatar with base power and toughness 8/8, flying, and first strike.
Creature - Kithkin

Figure of Fable
: This creature becomes a Kithkin Scout with base power and toughness 2/3.
: If this creature is a Scout, it becomes a Kithkin Soldier with base power and toughness 4/5.
: If this creature is a Soldier, it becomes a Kithkin Avatar with base power and toughness 7/8 and protection from each of your opponents.
: If this creature is a Scout, it becomes a Kithkin Soldier with base power and toughness 4/5.
: If this creature is a Soldier, it becomes a Kithkin Avatar with base power and toughness 7/8 and protection from each of your opponents.
Creature - Kithkin

Ignis Scientia
When Ignis Scientia enters, look at the top six cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
I've Come Up with a New Recipe! — , : Exile target card from a graveyard. If a creature card was exiled this way, create a Food token.
I've Come Up with a New Recipe! — , : Exile target card from a graveyard. If a creature card was exiled this way, create a Food token.
Legendary Creature - Human Advisor

Kambal, Profiteering Mayor
Whenever one or more tokens your opponents control enter, for each of them, create a tapped token that's a copy of it. This ability triggers only once each turn.
Whenever one or more tokens you control enter, each opponent loses 1 life and you gain 1 life.
Whenever one or more tokens you control enter, each opponent loses 1 life and you gain 1 life.
Legendary Creature - Human Advisor

Pillage the Bog
Look at the top X cards of your library, where X is twice the number of lands you control. Put one of them into your hand and the rest on the bottom of your library in a random order.
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.)
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.)
Sorcery

Rip, Spawn Hunter
Survival — At the beginning of your second main phase, if Rip is tapped, reveal the top X cards of your library, where X is its power. Put any number of creature and/or Vehicle cards with different powers from among them into your hand. Put the rest on the bottom of your library in a random order.
Legendary Creature - Human Survivor

Shaun, Father of Synths
Whenever you attack, you may create a tapped and attacking token that's a copy of target attacking legendary creature you control other than Shaun, except it's not legendary and it's a Synth artifact creature in addition to its other types.
When Shaun leaves the battlefield, exile all Synth tokens you control.
When Shaun leaves the battlefield, exile all Synth tokens you control.
Legendary Creature - Human Scientist

The Swarmweaver
When The Swarmweaver enters, create two 1/1 black and green Insect creature tokens with flying.
Delirium — As long as there are four or more card types among cards in your graveyard, Insects and Spiders you control get +1/+1 and have deathtouch.
Delirium — As long as there are four or more card types among cards in your graveyard, Insects and Spiders you control get +1/+1 and have deathtouch.
Legendary Creature Artifact - Scarecrow

Widespread Thieving
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Whenever you cast a multicolored spell, create a Treasure token. Then you may pay . If you do, you may play the exiled card without paying its mana cost.
Whenever you cast a multicolored spell, create a Treasure token. Then you may pay . If you do, you may play the exiled card without paying its mana cost.
Enchantment

Zinnia, Valley's Voice
Flying
Zinnia gets +X/+0, where X is the number of other creatures you control with base power 1.
Creature spells you cast gain offspring as you cast them. (You may pay an additional as you cast a creature spell. If you do, when that creature enters, create a 1/1 token copy of it.)
Zinnia gets +X/+0, where X is the number of other creatures you control with base power 1.
Creature spells you cast gain offspring as you cast them. (You may pay an additional as you cast a creature spell. If you do, when that creature enters, create a 1/1 token copy of it.)
Legendary Creature - Bird Bard

Removed
(Ctrl to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"General Strategy"},{"insert":"\n\nThis is a multicolor-matters deck that builds a board of multicolored permanents ahead of playing the commander, with the goal of making enough robot tokens to station it and swing the next turn. Once the station is fully operational, the deck intends to win through a combination of commander damage and impact tremors-like effects set off by blinking or replaying the Station. \n\nI built the deck both to enable "},{"insert":{"card-link":"Jegantha, the Wellspring"}},{"insert":" as a companion to help with ramp and mana fixing, as well as favoring multicolored spells as much as possible, both to enable the commander and to trigger multicolor-matters effects like "},{"insert":{"card-link":"Ancient Cornucopia"}},{"insert":" and "},{"insert":{"card-link":"General Ferrous Rokiric"}},{"insert":" . As a result, there are a number of card choices that may seem sub-optimal but are intentionally included to serve those twin purposes. For instance, I know that "},{"insert":{"card-link":"Generous Gift"}},{"insert":" exists, but I'm choosing to run "},{"insert":{"card-link":"Detention Sphere"}},{"insert":" instead, because it's a multicolored permanent that stays on board and represents an additional robot when I play the Station, or another card drawn when it attacks. \n\nIn general, the early game wants to be spent getting multicolored permanents on board. Ideally, some of these will represent ramp, like "},{"insert":{"card-link":"Ignis Scientia"}},{"insert":", "},{"insert":{"card-link":"Faeburrow Elder"}},{"insert":" , or "},{"insert":{"card-link":"Trace of Abundance"}},{"insert":", but just getting any multicolored permanents on board is fine, because we want to get enough 2/2 robots combined with our other creatures to be able to fully station the commander the turn after we play it. It's fine to delay playing the commander on curve by a turn or even two if it means it will provide us sufficient value when we do play it. \n\nOnce we have the commander down and attacking, the cards we draw off the attack trigger should give us a lot of direction for what we do next, but our general goal is to find an impact tremors effect, find a way to blink or airbend the Station, and then play both those effects with protection held up to drain the table. \n\nOne thing that isn’t immediately obvious is that there is a deliberate inclusion of multicolored artifacts and enchantments in this deck as an insurance policy against board wipes. This deck can lay low pretty successfully in the early game since a lot of the cards it plays are fairly innocuous on their own, but once the Station comes down and makes a bunch of robots, that will tend to spook the table, especially if it gets to swing and draws you a new hand. If all your multicolor permanents are creatures, then the deck is basically rebuilding from scratch, but even having a few enchantments on board means that just replaying the commander will still give you a few robots and be able to get going again that much more quickly. \n\n"},{"attributes":{"bold":true},"insert":"Notes on the Mana Base"},{"insert":"\n\nAs with any five color deck, the mana base can be the most challenging part of getting the deck to function. The deck wants a fairly even spread of pips because of the multicolor nature of the deck, though it does skew a bit more heavily toward green, because that's where the ramp tends to be. Obviously, lands that come in untapped are going to be better, but do be careful with going too heavy on pain lands; because the cards in the deck have so many more colored pips than an average commander deck, it's easy to take 10 or 15 damage from your own lands in the early game just due to pain lands, fetches, and shocks, if you're overindexed on those and/or aren't being deliberate about how they're used. \n\n"},{"attributes":{"bold":true},"insert":"MVP cards"},{"insert":"\n\n"},{"insert":{"card-link":"Leyline of the Guildpact"}},{"insert":" - This is a force multiplier for everything the Station wants to do. It fixes mana, which makes the early turns much smoother (doubly so if you get to play it as a start of game effect), but more importantly, it represents effectively double cards drawn off the Station's attack, since all the colorless nonland permanents (which will mostly be robots) are suddenly multicolored permanents that count toward the effect. It also means that, when you blink or copy the Station, all of the robots on board count toward your next batch of robots, so you end up effectively tripling your robot count instead of doubling it. \n\n"},{"insert":{"card-link":"Solar Array"}},{"insert":" - This mana rock makes it 25% easier to get the Station to fully operational by giving it five counters when it enters. The deck needs a fair amount of color fixing anyway, so any time there's fixing with upside, it's worth including. Same can be said for "},{"insert":{"card-link":"Ancient Cornucopia"}},{"insert":"; being able to gain three to five life every turn adds up quickly. \n\n"},{"insert":{"card-link":"General Ferrous Rokiric"}},{"insert":" - Any card that gets us multiple multicolored permanents for the cost of a single card is amazing in this deck. Same goes for "},{"insert":{"card-link":"Jared Carthalion"}},{"insert":", "},{"insert":{"card-link":"Torens, Fist of the Angels"}},{"insert":", and"},{"insert":{"card-link":"Rhys the Redeemed"}},{"insert":". \n\n"},{"insert":{"card-link":"Fallaji Wayfarer"}},{"insert":"/"},{"insert":{"card-link":"Faeburrow Elder"}},{"insert":"/"},{"insert":{"card-link":"Bloom Tender"}},{"insert":" - We want to cast a lot of multicolored spells, and these friends want us to do that so they can help us cast more. \n\n"},{"attributes":{"bold":true},"insert":"Win Conditions"},{"insert":"\n\nThe typical game ends by playing "},{"insert":{"card-link":"Corpse Knight"}},{"insert":", "},{"insert":{"card-link":"Warleader's Call"}},{"insert":" or "},{"insert":{"card-link":"Wispdrinker Vampire"}},{"insert":" that pings the table on creatures entering, followed by blinking or replaying the Station to make a lot of robots. We have "},{"insert":{"card-link":"Abuelo, Ancestral Echo"}},{"insert":" and "},{"insert":{"card-link":"Vanish into Memory"}},{"insert":" to blink the station, "},{"insert":{"card-link":"Aang, Swift Savior // Aang, Swift Savior"}},{"insert":" to airbend it, "},{"insert":{"card-link":"Saheeli, the Sun's Brilliance"}},{"insert":" to make a copy of it, and "},{"insert":{"card-link":"Cauldron of Essence"}},{"insert":" as a sacrifice outlet to allow us to replay it. Note that we don't need a ton of redundancy for this, since if we're in a winning position, the Station should be drawing us a ton of cards on each attack. \n\nIf we already have a wide board, "},{"insert":{"card-link":"Knowledge Is Power"}},{"insert":" can act like Craterhoof Behemoth at home, since we can swing out, the Station will draw us a bunch of cards, and then the enchantment will buff our board by that much. (Don't forget to count your draw for turn!) \n\n"},{"insert":{"card-link":"Throne of the God-Pharaoh"}},{"insert":" can work with either of these strategies to further burn the table, and we can tap any creatures we've played during the turn to add counters to the Station to max out that damage. \n\n"},{"attributes":{"bold":true},"insert":"Common Rules Errors"},{"insert":"\n\nThis is less of an error and more of just something I often miss, but remember that you need to pay 3 mana at sorcery speed to move Jegantha from the companion zone to your hand. This comes up not because it's easy to forget that you need to pay that cost, but more that it's easy to forget that's something that you can sink unspent mana into in the early game if you have an awkward draw. The curve is fairly low, but given this is a five color deck, you sometimes just don't have pips on your lands that line up with your early plays, and you'll have a turn with three mana that you can't use to play a card. Alternatively, you may need Jegantha to fix your mana to allow you to play the Station, which means you need to plan to spend that three mana at some point in the early turns to make it available when you have five mana. \n\n"},{"attributes":{"bold":true},"insert":"Notable Exclusions"},{"insert":"\n\n"},{"insert":{"card-link":"Mana Cannons"}},{"insert":" - Honestly, it was just too much mental overhead for not enough payoff. It also tended to draw way too much attention before the deck was ready to be the threat. \n\n"},{"insert":{"card-link":"Jenson Carthalion, Druid Exile"}},{"insert":" - This is more of a WUBRG matters card than a multicolor matters card. The scry is fine but it felt underwhelming if it wasn't also making angels, which rarely happens with the way this deck is built. \n\n"},{"insert":{"card-link":"Chromatic Lantern"}},{"insert":" - In order for a mono color or colorless card to make it into this deck, it has to be really, really good, and Chromantic Lantern just isn't. There are better ways to fix mana in the deck already, like "},{"insert":{"card-link":"The World Tree"}},{"insert":" and Leyline of the Guildpact, so it's not worth playing this over a multicolored card. \n\n"},{"insert":{"card-link":"Rienne, Angel of Rebirth"}},{"insert":" - This is mainly a victim of mana cost. Station really wants to play a lot of cheap permanents to get going early, and while Rienne represents a decent amount of value once she hits the board, I found she just sat in hand a lot because there were almost always other things I wanted to do instead. Same goes for other impressive sounding but expensive cards like"},{"insert":{"card-link":"Nahiri's Resolve"}},{"insert":" or "},{"insert":{"card-link":"Assemble the Legion"}},{"insert":". \n\n"},{"insert":{"card-link":"Decanter of Endless Water"}},{"insert":" - Having no max hand size is nice, but playing a colorless artifact makes it less likely to need it. \n\n\n"}]}




































































































































