959 views23 days ago
Commander
Size: 100Salt sum: 34.66
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im.ri0t

959 views23 days ago
Commander
Size: 100Salt sum: 34.66

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{"ops":[{"insert":"This deck is janky and it can be the weirdest thing to pilot even if you know what you're doing."},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis is a legends matter deck that tries to force multiple combats in order to wipe the board of all creatures or beat down opponents as efficiently as possible.\n\nThere is exactly one (1) reason why this deck is built around legends, and that reason is "},{"attributes":{"bold":true},"insert":"Banding"},{"insert":". \nBanding is a keyword granted to legends of their respective colors by either [[Adventurers' Guildhouse]] or [[Mountain Stronghold]]. \nThis following section will explain how banding works in this deck and why to even bother reading the novel of a rules section regarding banding. \n\n\n\nBanding and You"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Banding"},{"insert":" is a keyword that reads as follows: \n"},{"attributes":{"link":"https://mtg.fandom.com/wiki/Banding"},"insert":"Banding"},{"insert":"\n\n\nJokes aside, here is a basic rundown of how it will go in this deck:\n\n> If you have either banding-enabling land in play you will be able to create \"bands\" with your legends; all this means so far is that whenever you declare attackers you can group them into \"bands.\" You can make any number of bands but a creature can't be in two bands at the same time. \n> Whenever a creature in a band is involved with a scenario of assigning combat damage, the player who controls the banded creature decides how combat damage is assigned. \n\nThis is all a roundabout way of saying if your band gets blocked (e.g. a single creature in a band getting blocked blocks the whole band) then you as the controller of the band can assign combat damage, rather than the defending player.\n\n\n\nThis Is Where the Funk Lives"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Keywords are not shared among creatures in a band but assigning damage can be manipulated in a way to make them work how you might want:"},{"insert":"\n\n> Having a trampler in the band allows you to assign lethal damage to the blocker(s) and allow the trample damage to hit face\n\n> Having a deathtoucher allows for the assignment of damage from that creature to the blocker(s) and direct their damage elsewhere \n\n>> Having both in the same band allows you to abuse the rules around trample and deathtouch in a single go\n\n\n\n"},{"attributes":{"bold":true},"insert":"Blocking with creatures that have banding is really weird:"},{"insert":"\n\n> You don't \"make a band\" when blocking as this only happens when declaring attackers\n\n> It does work similarly though, allowing you to direct all damage from the attacker to your blocking creatures as you see fit\n\n>> This potentially allows you to direct all damage from a creature with trample to a single creature, saving yourself from the damage\n\n\n"},{"attributes":{"italic":true},"insert":"[for anyone who can't be bothered reading all this, here's a "},{"attributes":{"link":"https://www.youtube.com/shorts/JH-BeFb7l_M","italic":true},"insert":"good clip"},{"attributes":{"italic":true},"insert":" on how banding works]"},{"insert":" \n\n\nWhy Are We Even On Mr. Bones' Wild Ride?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThere is actually a reason for all this wild nonsense, I promise. \n\nWhile this deck functions perfectly fine without the use of Banding, I feel that it really makes the deck shine. Strongly encouraging a block on our commander by buddying him up with the force of a handful of Tonka trucks helps us get our additional combat, and if damage is let through that's also a net positive since hitting opponents makes them lose. \n\nIndestructible and [[Lure]] effects are tools, don't be afraid to force a block on [[Anzrag, the Quake-Mole]] and make an opponent's creature indestructible, all you need is a way to take advantage of combats, triggered abilities, and damage assignment. \n\n\n\nAnyway, this primer is long and boring and I'm bored of writing it. \n"}]}
Anzrag, the Quake-Mole
Whenever Anzrag becomes blocked, untap each creature you control. After this phase, there is an additional combat phase.
: Anzrag must be blocked each combat this turn if able.
Legendary Creature - God Mole
Anzrag, the Quake-Mole (mkm) 356

Commander

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Kediss, Emberclaw Familiar
Whenever a commander you control deals combat damage to an opponent, it deals that much damage to each other opponent.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Elemental Lizard
Kediss, Emberclaw Familiar (cmr) 188
Pain for All
Enchant creature you control
When this Aura enters, enchanted creature deals damage equal to its power to any other target.
Whenever enchanted creature is dealt damage, it deals that much damage to each opponent.
Enchantment - Aura
Pain for All (eoe) 151

Burn

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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.
Legendary Creature - Human Barbarian
Wulfgar of Icewind Dale (afc) 56

Copy

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Colossal Majesty
At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
Enchantment
Colossal Majesty (j22) 87
Etali, Primal Storm
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
Legendary Creature - Elder Dinosaur
Etali, Primal Storm (jmp) 314
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment
Garruk's Uprising (scd) 185
Infiltration Lens
Whenever equipped creature becomes blocked by a creature, you may draw two cards.
Equip
Artifact - Equipment
Infiltration Lens (j22) 777
Irresistible Prey
Target creature must be blocked this turn if able.
Draw a card.
Sorcery
Irresistible Prey (jmp) 406
Neyith of the Dire Hunt
Whenever one or more creatures you control fight or become blocked, draw a card.
At the beginning of combat on your turn, you may pay
. If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. (
can be paid with either
or
.)
Legendary Creature - Human Warrior
Neyith of the Dire Hunt (jmp) 30

Draw

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Ghalta the Unstoppable
This spell costs
less to cast, where X is the greatest power among creatures you control.
Trample
Other creatures you control have trample.
Legendary Creature - Elder Dinosaur
Ghalta the Unstoppable (fra) 260
Mage Slayer
Whenever equipped creature attacks, it deals damage equal to its power to the player or planeswalker it's attacking.
Equip
Artifact - Equipment
Mage Slayer (nec) 140

Evasion

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Great Train Heist
Spree (Choose one or more additional costs.)
+
— Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+
— Creatures you control get +1/+0 and gain first strike until end of turn.
+
— Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Instant
Great Train Heist (otj) 125

Finisher

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Adventurers' Guildhouse
Green legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Land
Adventurers' Guildhouse (leg) 300
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 266
Castle Garenbrig
This land enters tapped unless you control a Forest.
: Add
.
,
: Add six
. Spend this mana only to cast creature spells or activate abilities of creatures.
Land
Castle Garenbrig (eld) 240
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (scd) 297
Cragcrown Pathway
: Add
.
Land
Cragcrown Pathway // Timbercrown Pathway (znr) 287Cragcrown Pathway // Timbercrown Pathway (znr) 287
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (j25) 765
Fire-Lit Thicket
: Add
.
,
: Add
,
, or
.
Land
Fire-Lit Thicket (2xm) 317
Forest
(
: Add
.)
Basic Land - Forest
Forest (j25) 93
Grove of the Burnwillows
: Add
.
: Add
or
. Each opponent gains 1 life.
Land
Grove of the Burnwillows (zne) 25
Karplusan Forest
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Karplusan Forest (blc) 314
Kessig Wolf Run
: Add
.
,
: Target creature gets +X/+0 and gains trample until end of turn.
Land
Kessig Wolf Run (lcc) 340
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (j25) 90
Mountain Stronghold
Red legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Land
Mountain Stronghold (leg) 304
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (zne) 27
Rockfall Vale
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Rockfall Vale (tdc) 387
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (blc) 326
Skarrg, the Rage Pits
: Add
.
,
: Target creature gets +1/+1 and gains trample until end of turn.
Land
Skarrg, the Rage Pits (ddl) 73
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (zne) 19
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (gtc) 247
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (j25) 156
Thornspire Verge
: Add
.
: Add
. Activate only if you control a Mountain or a Forest.
Land
Thornspire Verge (dsk) 270
Tyrite Sanctum
: Add
.
,
: Target legendary creature becomes a God in addition to its other types. Put a +1/+1 counter on it.
,
, Sacrifice this land: Put an indestructible counter on target God.
Land
Tyrite Sanctum (khm) 272
Urza's Cave
: Add
.
,
, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Land - Urza's Cave
Urza's Cave (mh3) 234
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (zne) 4
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (sld) 2813

Land

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Anara, Wolvid Familiar
During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.)
Partner (You can have two commanders if both have partner.)
Legendary Creature - Beast Wolf
Anara, Wolvid Familiar (cmr) 214
Biosynthic Burst
Put a +1/+1 counter on target creature you control. It gains reach, trample, and indestructible until end of turn. Untap it. (Damage and effects that say "destroy" don't destroy it.)
Instant
Biosynthic Burst (eoe) 173
Collective Resistance
Escalate
(Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target artifact.
• Destroy target enchantment.
• Target creature gains hexproof and indestructible until end of turn.
Instant
Collective Resistance (fdc) 196
Deflecting Swat
If you control a commander, you may cast this spell without paying its mana cost.
You may choose new targets for target spell or ability.
Instant
Deflecting Swat (cmm) 214
Dolmen Gate
Prevent all combat damage that would be dealt to attacking creatures you control.
Artifact
Dolmen Gate (lrw) 256
Fog
Prevent all combat damage that would be dealt this turn.
Instant
Fog (6ed) 230
Gaea's Gift
Put a +1/+1 counter on target creature you control. It gains reach, trample, hexproof, and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Gaea's Gift (bro) 182
Hajar, Loyal Bodyguard
Sacrifice Hajar: Legendary creatures you control get +1/+0 and gain indestructible until end of turn.
Legendary Creature - Human Soldier
Hajar, Loyal Bodyguard (bro) 211
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (cmm) 295
Horrid Vigor
Target creature gains deathtouch and indestructible until end of turn.
Instant
Horrid Vigor (dsk) 184
Obscuring Haze
If you control a commander, you may cast this spell without paying its mana cost.
Prevent all damage that would be dealt this turn by creatures your opponents control.
Instant
Obscuring Haze (cmm) 308
Overprotect
Target creature you control gets +3/+3 and gains trample, hexproof, and indestructible until end of turn.
Instant
Overprotect (blb) 185
Rhythm of the Wild
Creature spells you control can't be countered.
Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)
Enchantment
Rhythm of the Wild (nec) 142
Roar of Challenge
All creatures able to block target creature this turn do so.
Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.
Sorcery
Roar of Challenge (j22) 720
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.)
Artifact - Equipment
Swiftfoot Boots (scd) 279
Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tamiyo's Safekeeping (fdc) 233
Terrifying Presence
Prevent all combat damage that would be dealt by creatures other than target creature this turn.
Instant
Terrifying Presence (ddl) 65
Tyvar's Stand
Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tyvar's Stand (soc) 291
Winds of Qal Sisma
Prevent all combat damage that would be dealt this turn.
Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.
Instant
Winds of Qal Sisma (frf) 147
Withstand Death
Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
Instant
Withstand Death (som) 134
You Look Upon the Tarrasque
Choose one —
• Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn.
• Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.
Instant
You Look Upon the Tarrasque (clb) 262

Protection

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Beastmaster Ascension
Whenever a creature you control attacks, you may put a quest counter on this enchantment.
As long as this enchantment has seven or more quest counters on it, creatures you control get +5/+5.
Enchantment
Beastmaster Ascension (blc) 118
Colossification
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature gets +20/+20.
Enchantment - Aura
Colossification (blb) 392
General Marhault Elsdragon
Whenever a creature you control becomes blocked, it gets +3/+3 until end of turn for each creature blocking it.
Legendary Creature - Warrior Elf
General Marhault Elsdragon (dmc) 31
King Harald's Revenge
Until end of turn, target creature gets +1/+1 for each creature you control and gains trample. It must be blocked this turn if able.
Sorcery
King Harald's Revenge (khm) 180
Tuya Bearclaw
Whenever Tuya Bearclaw attacks, it gets +X/+X until end of turn, where X is the greatest power among other creatures you control.
Legendary Creature - Human Warrior
Tuya Bearclaw (cmr) 292
Unnatural Growth
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
Enchantment
Unnatural Growth (blc) 245
Xenagos, God of Revels
Indestructible
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
Legendary Creature Enchantment - God
Xenagos, God of Revels (bng) 156

Pump

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (scd) 257
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (blc) 81
Chromatic Lantern
Lands you control have "
: Add one mana of any color."
: Add one mana of any color.
Artifact
Chromatic Lantern (frc) 54
Domri, Anarch of Bolas
Creatures you control get +1/+0.
+1: Add
or
. Creature spells you cast this turn can't be countered.
−2: Target creature you control fights target creature you don't control.
Legendary Planeswalker - Domri
Domri, Anarch of Bolas (blc) 98
Expedition Map
,
, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
Artifact
Expedition Map (j22) 765
Fanatic of Rhonas
: Add
.
Ferocious —
: Add
. Activate only if you control a creature with power 4 or greater.
Eternalize
(
, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake
Fanatic of Rhonas (mh3) 152
Goblin Anarchomancer
Each spell you cast that's red or green costs
less to cast.
Creature - Goblin Shaman
Goblin Anarchomancer (mh2) 421
Goreclaw, Terror of Qal Sisma
Creature spells you cast with power 4 or greater cost
less to cast.
Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
Legendary Creature - Bear
Goreclaw, Terror of Qal Sisma (j22) 668
Grand Warlord Radha
Haste
Whenever one or more creatures you control attack, add that much mana in any combination of
and/or
. Until end of turn, you don't lose this mana as steps and phases end.
Legendary Creature - Warrior Elf
Grand Warlord Radha (dom) 195
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (j25) 149
Roxanne, Starfall Savant
Whenever Roxanne enters or attacks, create a tapped colorless artifact token named Meteorite with "When this token enters, it deals 2 damage to any target" and "
: Add one mana of any color."
Whenever you tap an artifact token for mana, add one mana of any type that artifact token produced.
Legendary Creature - Druid Cat
Roxanne, Starfall Savant (otj) 228
Ruby, Daring Tracker
Haste (This creature can attack and
as soon as it comes under your control.)
Whenever Ruby attacks while you control a creature with power 4 or greater, Ruby gets +2/+2 until end of turn.
: Add
or
.
Legendary Creature - Human Scout
Ruby, Daring Tracker (woe) 212
Savage Ventmaw
Flying
Whenever this creature attacks, add
. Until end of turn, you don't lose this mana as steps and phases end.
Creature - Dragon
Savage Ventmaw (scd) 240
Sol Ring
: Add
.
Artifact
Sol Ring (scd) 276
Springbloom Druid
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Creature - Elf Druid
Springbloom Druid (soc) 287
Sylvan Scrying
Search your library for a land card, reveal it, put it into your hand, then shuffle.
Sorcery
Sylvan Scrying (m3c) 248

Ramp

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Anzrag's Rampage
Destroy all artifacts you don't control, then exile the top X cards of your library, where X is the number of artifacts that were put into graveyards from the battlefield this turn. You may put a creature card exiled this way onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.
Sorcery
Anzrag's Rampage (mkm) 303
Armed
Target creature gets +1/+1 and gains double strike until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Armed // Dangerous (dgm) 122
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (scd) 172
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (scd) 127
Compelled Duel
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
Sorcery
Compelled Duel (afr) 178
Contest of Claws
Target creature you control deals damage equal to its power to another target creature. If excess damage was dealt this way, discover X, where X is that excess damage. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery
Contest of Claws (lcc) 12
Lure
Enchant creature
All creatures able to block enchanted creature do so.
Enchantment - Aura
Lure (7ed) 255
Provoke
Untap target creature you don't control. That creature blocks this turn if able.
Draw a card.
Instant
Provoke (cns) 174
Stump Stomp
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
Sorcery
Stump Stomp // Burnwillow Clearing (mh3) 259Stump Stomp // Burnwillow Clearing (mh3) 259

Removal

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
25 pips - 23 cards
28 mana - 22 cards
58 pips - 52 cards
42 mana - 31 cards
0 pips - 0 cards
9 mana - 8 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"This deck is janky and it can be the weirdest thing to pilot even if you know what you're doing."},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis is a legends matter deck that tries to force multiple combats in order to wipe the board of all creatures or beat down opponents as efficiently as possible.\n\nThere is exactly one (1) reason why this deck is built around legends, and that reason is "},{"attributes":{"bold":true},"insert":"Banding"},{"insert":". \nBanding is a keyword granted to legends of their respective colors by either [[Adventurers' Guildhouse]] or [[Mountain Stronghold]]. \nThis following section will explain how banding works in this deck and why to even bother reading the novel of a rules section regarding banding. \n\n\n\nBanding and You"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Banding"},{"insert":" is a keyword that reads as follows: \n"},{"attributes":{"link":"https://mtg.fandom.com/wiki/Banding"},"insert":"Banding"},{"insert":"\n\n\nJokes aside, here is a basic rundown of how it will go in this deck:\n\n> If you have either banding-enabling land in play you will be able to create \"bands\" with your legends; all this means so far is that whenever you declare attackers you can group them into \"bands.\" You can make any number of bands but a creature can't be in two bands at the same time. \n> Whenever a creature in a band is involved with a scenario of assigning combat damage, the player who controls the banded creature decides how combat damage is assigned. \n\nThis is all a roundabout way of saying if your band gets blocked (e.g. a single creature in a band getting blocked blocks the whole band) then you as the controller of the band can assign combat damage, rather than the defending player.\n\n\n\nThis Is Where the Funk Lives"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Keywords are not shared among creatures in a band but assigning damage can be manipulated in a way to make them work how you might want:"},{"insert":"\n\n> Having a trampler in the band allows you to assign lethal damage to the blocker(s) and allow the trample damage to hit face\n\n> Having a deathtoucher allows for the assignment of damage from that creature to the blocker(s) and direct their damage elsewhere \n\n>> Having both in the same band allows you to abuse the rules around trample and deathtouch in a single go\n\n\n\n"},{"attributes":{"bold":true},"insert":"Blocking with creatures that have banding is really weird:"},{"insert":"\n\n> You don't \"make a band\" when blocking as this only happens when declaring attackers\n\n> It does work similarly though, allowing you to direct all damage from the attacker to your blocking creatures as you see fit\n\n>> This potentially allows you to direct all damage from a creature with trample to a single creature, saving yourself from the damage\n\n\n"},{"attributes":{"italic":true},"insert":"[for anyone who can't be bothered reading all this, here's a "},{"attributes":{"link":"https://www.youtube.com/shorts/JH-BeFb7l_M","italic":true},"insert":"good clip"},{"attributes":{"italic":true},"insert":" on how banding works]"},{"insert":" \n\n\nWhy Are We Even On Mr. Bones' Wild Ride?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThere is actually a reason for all this wild nonsense, I promise. \n\nWhile this deck functions perfectly fine without the use of Banding, I feel that it really makes the deck shine. Strongly encouraging a block on our commander by buddying him up with the force of a handful of Tonka trucks helps us get our additional combat, and if damage is let through that's also a net positive since hitting opponents makes them lose. \n\nIndestructible and [[Lure]] effects are tools, don't be afraid to force a block on [[Anzrag, the Quake-Mole]] and make an opponent's creature indestructible, all you need is a way to take advantage of combats, triggered abilities, and damage assignment. \n\n\n\nAnyway, this primer is long and boring and I'm bored of writing it. \n"}]}
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