443 views28 hrs ago
Commander
Size: 100Est cost: $87.64Salt sum: 30.83
FoolishFaun
443 views28 hrs ago
Commander
Size: 100Est cost: $87.64Salt sum: 30.83
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{"ops":[{"insert":"good ol' budget stangg\nuse him to get an ETB/LTB/ETC every turn\nI love this deck so much. Also this deck may be a textbook bracket 2 but you will SWEEP a b2 pod so do NOT do that unless your pod is so power crept that a 2 is really a 3.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"PRIMER"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck is NOT basically Voltron Squared. It's mostly that, but it's not that simple. This deck will rely a lot more on the politics of the table (making deals with other players). The power of Stangg is basically changing the \"Enters/Leaves\" abilities on your auras (which are balanced by only happening once) to happen EVERY TURN. That is powerful, especially with how much of it is drawing cards.\n\n"},{"attributes":{"underline":true},"insert":"Who's it for/Skill Level?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I'd rank the deck for something between beginner and intermediate. The gimmick is eye-opening and easy to follow without a million ways to misplay it. However, it can be tough to track the triggers from everything. This is why I recommend keeping the attached auras in categories of \"Enter-The-Battlefield (ETB),\" \"Leave-The-Battlefield (LTB),\" and \"Neither/Et-Cetera (ETC).\"\n\n"},{"attributes":{"underline":true},"insert":"What's Stangg do?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Stangg has a single long-winded ability that can be reworded a lot easier. Essentially, he duplicates himself and everything on him every time he attacks, but all of those copies are sacrificed at the end of your turn. Notably, this copy of Stangg is a different guy called \"Stangg Twin,\" so the legend rule was only a problem for the equipment in the deck. More importantly, HE COPIES ALL YOUR DAMN AURAS!!! This means that every single time you attack, all the ETB effects are re-triggered, which is. A Lot. You can also do the same for the LTB/\"enchanted creature dies\" effects, just triggering them at the end of the turn instead of the moment you attack.\n\n"},{"attributes":{"underline":true},"insert":"How do you Use It?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck thrives on being the underdog. It's cheap, uses some pretty random cards, and doesn't actually have too much dedicated pump. That being said, Stangg can easily be big enough to consistently get some hits in AND is basically doubling his own damage (with a Twin), which is scary. To stay around, you need to play a bit of a political game, using the ETB fight effects as repeatable removal for threats (example: \"if I can attack you, I'll destroy the [insert problem creature here] the other guy has. I'll swing the token so it won't be commander damage\"). Essentially, you need to either avoid being the problem or present yourself as the solution to a different problem. That is to say, being the problem is not something you can downplay, so don't even try it.\n\n"},{"attributes":{"underline":true},"insert":"How do I Look at the Deck?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Do whatever you'd like. Look at the ungodly amount of enchantments grouping by type if you want to see the split by type. Usually I go through a lot of effort tagging my cards with multiple types, but apparently I didn't do that for this deck. I'll maybe bother with it later, so maybe expect a future version where I ask you to use group by categories (multiple). I will also note that almost everything in the deck was picked to fit with the gameplan, hence why so much of the removal is auras with fight effects. The only cards not fitting the price or strategy are there because they're just that worth it ("},{"insert":{"card-link":"Nibelheim Aflame"}},{"insert":" is a one-sided boardwipe and SOOO worth it; "},{"insert":{"card-link":"Runes of the Deus"}},{"insert":" and "},{"insert":{"card-link":"Eternal Warrior"}},{"insert":" don't have ETB/LTB effects, but are that worthwhile anyways)\n\n"},{"attributes":{"underline":true},"insert":"Some Notable Cards:"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":{"card-link":"Ordeal of Nylea"}},{"insert":" - 4x as effective, granting 8 basics over 3 combats (it sacrifices at the last one)\n"},{"attributes":{"bold":true},"insert":{"card-link":"One with the Kami"}},{"attributes":{"bold":true},"insert":" "},{"insert":"- twice as effective because you have two of the card out\n"},{"attributes":{"bold":true},"insert":{"card-link":"Indomitable Might"}},{"attributes":{"bold":true},"insert":" "},{"insert":"- S Tier Finisher. Someone thinks they can skirt by with a blocker/because Stangg is too small? Nope, 3 more damage and the blocker didn't soak any. Don't be afraid to cast it early for both Stanggs to be meaningless to block and stronger\n"},{"attributes":{"bold":true},"insert":{"card-link":"Éomer, Marshal of Rohan"}},{"attributes":{"bold":true},"insert":" and "},{"attributes":{"bold":true},"insert":{"card-link":"Grim Reaper's Sprint"}},{"attributes":{"bold":true},"insert":" "},{"insert":"- NOT infinite. GRS only gives the combat on the main phase, so after the first turn it basically becomes Vigilance. That's because the untap still happens whenever it comes in! As for Eomer, it only happens once each turn. Highkey, Eomer sucks and exists to make the Stangg Twin absolute cannon fodder.\n"},{"attributes":{"bold":true},"insert":{"card-link":"Bloodforged Battle-Axe"}},{"attributes":{"bold":true},"insert":" "},{"insert":"- Essentially this card can double itself every turn. With Stangg, you will instead be TRIPLING it every turn. Example: Stangg has 3 axes. Stangg Attacks, making Twin with 3 axes. Both deal combat damage, so both make an axe for each one they have (Stangg's 3 + Twin's 3 = 6 axes created). Finally, the 3 the Twin came in with get sacrificed, leaving you with Stangg's 3 + 6 axes created = 9 axes total. If you like algebra, 2(2x) - x = 4x - x = 3x, where x is the number of axes on Stangg.\n"},{"attributes":{"bold":true},"insert":{"card-link":"Etali's Favor"}},{"attributes":{"bold":true},"insert":" "},{"insert":"- Most of the cards here are 3 mana or less, so Etali's Favor essentially becomes a free draw and 1-3 mana every single turn. It can also cut past lands to make sure that draw doesn't suck, but don't rely on it for that because it is the Potential Man of auras.\n"}]}
Commander
Stangg, Echo Warrior
Whenever Stangg attacks, create Stangg Twin, a legendary 3/4 red and green Human Warrior creature token. It enters tapped and attacking. For each Aura and Equipment attached to Stangg, create a token that's a copy of it attached to Stangg Twin. Sacrifice all tokens created this way at the beginning of the next end step.
Legendary Creature - Human Warrior

Commander
(CTRL to add secondary)
Draw
Etali's Favor
Enchant creature you control
When this Aura enters, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 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.)
Enchanted creature gets +1/+1 and has trample.
When this Aura enters, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 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.)
Enchanted creature gets +1/+1 and has trample.
Enchantment - Aura

Draw
(CTRL to add secondary)
Evasion
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

Evasion
(CTRL to add secondary)
Finisher
Grim Reaper's Sprint
Morbid — This spell costs less to cast if a creature died this turn.
Enchant creature
When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
Enchant creature
When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
Enchantment - Aura

Finisher
(CTRL to add secondary)
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

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

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
(CTRL to add secondary)
Pump
Giant Inheritance
Enchant creature
Enchanted creature gets +5/+5 and has "Whenever this creature attacks, create a Monster Role token attached to up to one target attacking creature." (Enchanted creature gets +1/+1 and has trample.)
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Enchanted creature gets +5/+5 and has "Whenever this creature attacks, create a Monster Role token attached to up to one target attacking creature." (Enchanted creature gets +1/+1 and has trample.)
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Enchantment - Aura

Red XIII, Proud Warrior
Vigilance, trample
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
Legendary Creature - Beast Warrior

Pump
(CTRL to add secondary)
Ramp
Nessian Wanderer
Constellation — Whenever an enchantment you control enters, look at the top three cards of your library. You may reveal a land card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.
Creature - Scout Satyr

Ordeal of Nylea
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment - Aura

Sticky Fingers
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchantment - Aura

Ramp
(CTRL to add secondary)
Recursion
Storm Herald
Haste
When this creature enters, return any number of Aura cards from your graveyard to the battlefield attached to creatures you control. Exile those Auras at the beginning of your next end step. If those Auras would leave the battlefield, exile them instead of putting them anywhere else.
When this creature enters, return any number of Aura cards from your graveyard to the battlefield attached to creatures you control. Exile those Auras at the beginning of your next end step. If those Auras would leave the battlefield, exile them instead of putting them anywhere else.
Creature - Human Shaman

Recursion
(CTRL to add secondary)
Removal
Meltstrider's Resolve
Enchant creature you control
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
Enchantment - Aura

Nibelheim Aflame
Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards.
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

Removal
(CTRL to add secondary)
Tokens
Chishiro, the Shattered Blade
Whenever an Aura or Equipment you control enters, create a 2/2 red Spirit creature token with menace.
At the beginning of your end step, put a +1/+1 counter on each modified creature you control. (Equipment, Auras you control, and counters are modifications.)
At the beginning of your end step, put a +1/+1 counter on each modified creature you control. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature - Snake Samurai

One with the Kami
Flash
Enchant creature you control
Whenever enchanted creature or another modified creature you control dies, create X 1/1 colorless Spirit creature tokens, where X is that creature's power. (Equipment, Auras you control, and counters are modifications.)
Enchant creature you control
Whenever enchanted creature or another modified creature you control dies, create X 1/1 colorless Spirit creature tokens, where X is that creature's power. (Equipment, Auras you control, and counters are modifications.)
Enchantment - Aura

Tokens
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"good ol' budget stangg\nuse him to get an ETB/LTB/ETC every turn\nI love this deck so much. Also this deck may be a textbook bracket 2 but you will SWEEP a b2 pod so do NOT do that unless your pod is so power crept that a 2 is really a 3.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"PRIMER"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck is NOT basically Voltron Squared. It's mostly that, but it's not that simple. This deck will rely a lot more on the politics of the table (making deals with other players). The power of Stangg is basically changing the \"Enters/Leaves\" abilities on your auras (which are balanced by only happening once) to happen EVERY TURN. That is powerful, especially with how much of it is drawing cards.\n\n"},{"attributes":{"underline":true},"insert":"Who's it for/Skill Level?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I'd rank the deck for something between beginner and intermediate. The gimmick is eye-opening and easy to follow without a million ways to misplay it. However, it can be tough to track the triggers from everything. This is why I recommend keeping the attached auras in categories of \"Enter-The-Battlefield (ETB),\" \"Leave-The-Battlefield (LTB),\" and \"Neither/Et-Cetera (ETC).\"\n\n"},{"attributes":{"underline":true},"insert":"What's Stangg do?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Stangg has a single long-winded ability that can be reworded a lot easier. Essentially, he duplicates himself and everything on him every time he attacks, but all of those copies are sacrificed at the end of your turn. Notably, this copy of Stangg is a different guy called \"Stangg Twin,\" so the legend rule was only a problem for the equipment in the deck. More importantly, HE COPIES ALL YOUR DAMN AURAS!!! This means that every single time you attack, all the ETB effects are re-triggered, which is. A Lot. You can also do the same for the LTB/\"enchanted creature dies\" effects, just triggering them at the end of the turn instead of the moment you attack.\n\n"},{"attributes":{"underline":true},"insert":"How do you Use It?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck thrives on being the underdog. It's cheap, uses some pretty random cards, and doesn't actually have too much dedicated pump. That being said, Stangg can easily be big enough to consistently get some hits in AND is basically doubling his own damage (with a Twin), which is scary. To stay around, you need to play a bit of a political game, using the ETB fight effects as repeatable removal for threats (example: \"if I can attack you, I'll destroy the [insert problem creature here] the other guy has. I'll swing the token so it won't be commander damage\"). Essentially, you need to either avoid being the problem or present yourself as the solution to a different problem. That is to say, being the problem is not something you can downplay, so don't even try it.\n\n"},{"attributes":{"underline":true},"insert":"How do I Look at the Deck?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Do whatever you'd like. Look at the ungodly amount of enchantments grouping by type if you want to see the split by type. Usually I go through a lot of effort tagging my cards with multiple types, but apparently I didn't do that for this deck. I'll maybe bother with it later, so maybe expect a future version where I ask you to use group by categories (multiple). I will also note that almost everything in the deck was picked to fit with the gameplan, hence why so much of the removal is auras with fight effects. The only cards not fitting the price or strategy are there because they're just that worth it ("},{"insert":{"card-link":"Nibelheim Aflame"}},{"insert":" is a one-sided boardwipe and SOOO worth it; "},{"insert":{"card-link":"Runes of the Deus"}},{"insert":" and "},{"insert":{"card-link":"Eternal Warrior"}},{"insert":" don't have ETB/LTB effects, but are that worthwhile anyways)\n\n"},{"attributes":{"underline":true},"insert":"Some Notable Cards:"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":{"card-link":"Ordeal of Nylea"}},{"insert":" - 4x as effective, granting 8 basics over 3 combats (it sacrifices at the last one)\n"},{"attributes":{"bold":true},"insert":{"card-link":"One with the Kami"}},{"attributes":{"bold":true},"insert":" "},{"insert":"- twice as effective because you have two of the card out\n"},{"attributes":{"bold":true},"insert":{"card-link":"Indomitable Might"}},{"attributes":{"bold":true},"insert":" "},{"insert":"- S Tier Finisher. Someone thinks they can skirt by with a blocker/because Stangg is too small? Nope, 3 more damage and the blocker didn't soak any. Don't be afraid to cast it early for both Stanggs to be meaningless to block and stronger\n"},{"attributes":{"bold":true},"insert":{"card-link":"Éomer, Marshal of Rohan"}},{"attributes":{"bold":true},"insert":" and "},{"attributes":{"bold":true},"insert":{"card-link":"Grim Reaper's Sprint"}},{"attributes":{"bold":true},"insert":" "},{"insert":"- NOT infinite. GRS only gives the combat on the main phase, so after the first turn it basically becomes Vigilance. That's because the untap still happens whenever it comes in! As for Eomer, it only happens once each turn. Highkey, Eomer sucks and exists to make the Stangg Twin absolute cannon fodder.\n"},{"attributes":{"bold":true},"insert":{"card-link":"Bloodforged Battle-Axe"}},{"attributes":{"bold":true},"insert":" "},{"insert":"- Essentially this card can double itself every turn. With Stangg, you will instead be TRIPLING it every turn. Example: Stangg has 3 axes. Stangg Attacks, making Twin with 3 axes. Both deal combat damage, so both make an axe for each one they have (Stangg's 3 + Twin's 3 = 6 axes created). Finally, the 3 the Twin came in with get sacrificed, leaving you with Stangg's 3 + 6 axes created = 9 axes total. If you like algebra, 2(2x) - x = 4x - x = 3x, where x is the number of axes on Stangg.\n"},{"attributes":{"bold":true},"insert":{"card-link":"Etali's Favor"}},{"attributes":{"bold":true},"insert":" "},{"insert":"- Most of the cards here are 3 mana or less, so Etali's Favor essentially becomes a free draw and 1-3 mana every single turn. It can also cut past lands to make sure that draw doesn't suck, but don't rely on it for that because it is the Potential Man of auras.\n"}]}

























































