208 views13 months ago
Commander
Size: 100Salt sum: 44.71
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perrythehandsome

208 views13 months ago
Commander
Size: 100Salt sum: 44.71

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Sandman, Shifting Scoundrel
Sandman's power and toughness are each equal to the number of lands you control.
Sandman can't be blocked by creatures with power 2 or less.
: Return this card and target land card from your graveyard to the battlefield tapped.
Legendary Creature - Elemental Villain Sand
Sandman, Shifting Scoundrel (spm) 112

Commander

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Glorious Sunrise
At the beginning of combat on your turn, choose one —
• Creatures you control get +1/+1 and gain trample until end of turn.
• Target land gains "
: Add
" until end of turn.
• Draw a card if you control a creature with power 3 or greater.
• You gain 3 life.
Enchantment
Glorious Sunrise (vow) 200
Greater Good
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
Enchantment
Greater Good (afc) 160
Harmonize
Draw three cards.
Sorcery
Harmonize (dsc) 182
Hunter's Prowess
Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards."
Sorcery
Hunter's Prowess (c17) 152
Life's Legacy
As an additional cost to cast this spell, sacrifice a creature.
Draw cards equal to the sacrificed creature's power.
Sorcery
Life's Legacy (ncc) 300
Momentous Fall
As an additional cost to cast this spell, sacrifice a creature.
You draw cards equal to the sacrificed creature's power, then you gain life equal to its toughness.
Instant
Momentous Fall (jmp) 411
Rishkar's Expertise
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Sorcery
Rishkar's Expertise (lcc) 254
Soul's Majesty
Draw cards equal to the power of target creature you control.
Sorcery
Soul's Majesty (nec) 131

Draw

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Indomitable Might
Flash
Enchant creature
Enchanted creature gets +3/+3.
Enchanted creature's controller may have it assign its combat damage as though it weren't blocked.
Enchantment - Aura
Indomitable Might (afc) 40
Trailblazer's Boots
Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.)
Equip
Artifact - Equipment
Trailblazer's Boots (otc) 269

Evasion

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Forest
(
: Add
.)
Basic Land - Forest
Forest (tla) 286
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (otc) 313

Land

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Aftermath Analyst
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
, Sacrifice this creature: Return all land cards from your graveyard to the battlefield tapped.
Creature - Elf Detective
Aftermath Analyst (eoc) 91
Case of the Locked Hothouse
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment - Case
Case of the Locked Hothouse (mkm) 155
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (sld) 1750
Increasing Savagery
Put five +1/+1 counters on target creature. If this spell was cast from a graveyard, put ten +1/+1 counters on that creature instead.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Increasing Savagery (dds) 47
Kapow!
Put a +1/+1 counter on target creature you control. It fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
Sorcery
Kapow! (spm) 103
Power Fist
Equipped creature has trample and "Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it."
Equip
Artifact - Equipment
Power Fist (pip) 81
Psychic Paper
As this Equipment becomes attached to a creature, choose a creature card name and a creature type.
Equipped creature has ward
, it can't be blocked, and its name and creature type are the last chosen name and creature type.
Equip
Artifact - Equipment
Psychic Paper (who) 181
Regrowth
Return target card from your graveyard to your hand.
Sorcery
Regrowth (mh1) 175
Sands of Delirium
,
: Target player mills X cards.
Artifact
Sands of Delirium (m13) 216
Sandstorm Verge
: Add
.
,
: Target creature can't block this turn. Activate only as a sorcery.
Land - Desert
Sandstorm Verge (otj) 263
Scout the City
Choose one —
• Look Around — Mill three cards. You may put a permanent card from among them into your hand. You gain 3 life. (To mill three cards, put the top three cards of your library into your graveyard.)
• Bring Down — Destroy target creature with flying.
Sorcery
Scout the City (spm) 113
Terrific Team-Up
This spell costs
less to cast if you control a permanent with mana value 4 or greater.
One or two target creatures you control each get +1/+0 until end of turn. They each deal damage equal to their power to target creature an opponent controls.
Instant
Terrific Team-Up (spm) 120
Undergrowth Recon
At the beginning of your upkeep, return target land card from your graveyard to the battlefield tapped.
Enchantment
Undergrowth Recon (mkm) 181

mainly flavor

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Circle of the Land Druid
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.)
Natural Recovery — When this creature dies, return target land card from your graveyard to your hand.
Creature - Druid Gnome
Circle of the Land Druid (clb) 220
Lasyd Prowler
When this creature enters, you may mill cards equal to the number of lands you control.
Renew —
, Exile this card from your graveyard: Put X +1/+1 counters on target creature, where X is the number of land cards in your graveyard. Activate only as a sorcery.
Creature - Snake Ranger
Lasyd Prowler (tdm) 149
Perpetual Timepiece
: Mill two cards. (Put the top two cards of your library into your graveyard.)
, Exile this artifact: Shuffle any number of target cards from your graveyard into your library.
Artifact
Perpetual Timepiece (otc) 263
Rampant Frogantua
Trample
This creature gets +10/+10 for each player who has lost the game.
Whenever this creature deals combat damage to a player, you may mill that many cards. Put any number of land cards from among them onto the battlefield tapped.
Creature - Frog
Rampant Frogantua (m3c) 66
Satyr Wayfinder
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
Creature - Satyr
Satyr Wayfinder (eoc) 106
Town Greeter
When this creature enters, mill four cards. You may put a land card from among them into your hand. If you put a Town card into your hand this way, you gain 2 life. (To mill four cards, a player puts the top four cards of their library into their graveyard.)
Creature - Human Citizen
Town Greeter (fin) 209

Mill

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Eldrazi Conscription
Enchant creature
Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents of their choice.)
Enchantment Kindred - Aura Eldrazi
Eldrazi Conscription (uma) 3
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.
Enchantment - Aura
Giant Inheritance (woc) 17
Mightform Harmonizer
Landfall — Whenever a land you control enters, double the power of target creature you control until end of 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 - Druid Insect
Mightform Harmonizer (eoe) 200
Roaring Earth
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature or Vehicle you control.
Channel —
, Discard this card: Put X +1/+1 counters on target land you control. It becomes a 0/0 green Spirit creature with haste. It's still a land.
Enchantment
Roaring Earth (neo) 204

Pump

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Blossoming Tortoise
Whenever this creature enters or attacks, mill three cards, then return a land card from your graveyard to the battlefield tapped.
Activated abilities of lands you control cost
less to activate.
Land creatures you control get +1/+1.
Creature - Turtle
Blossoming Tortoise (woe) 163
Boundless Realms
Search your library for up to X basic land cards, where X is the number of lands you control, put them onto the battlefield tapped, then shuffle.
Sorcery
Boundless Realms (plst) M13-162
Harrow
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Instant
Harrow (eoc) 98
Hedge Shredder
Whenever this Vehicle attacks, you may mill two cards.
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle
Hedge Shredder (dsk) 183
Icetill Explorer
You may play an additional land on each of your turns.
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, mill a card.
Creature - Scout Insect
Icetill Explorer (eoe) 192
Sakura-Tribe Elder
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature - Shaman Snake
Sakura-Tribe Elder (tdc) 266
Shigeki, Jukai Visionary
,
, Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel —
, Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Legendary Creature Enchantment - Druid Snake
Shigeki, Jukai Visionary (tdc) 270
Skyshroud Claim
Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.
Sorcery
Skyshroud Claim (eoc) 107
Sol Ring
: Add
.
Artifact
Sol Ring (eoc) 57
Spider-Man, Brooklyn Visionary
Web-slinging
(You may cast this spell for
if you also return a tapped creature you control to its owner's hand.)
When Spider-Man enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Creature - Human Spider Hero
Spider-Man, Brooklyn Visionary (spm) 115
Tanuki Transplanter
Whenever this creature or equipped creature attacks, add an amount of
equal to its power. Until end of turn, you don't lose this mana as steps and phases end.
Reconfigure
(
: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Dog
Tanuki Transplanter (nec) 30
Traverse the Outlands
Search your library for up to X basic land cards, where X is the greatest power among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
Sorcery
Traverse the Outlands (clb) 258
World Shaper
Whenever this creature attacks, you may mill three cards.
When this creature dies, return all land cards from your graveyard to the battlefield tapped.
Creature - Merfolk Shaman
World Shaper (otc) 214

Ramp

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Life from the Loam
Return up to three target land cards from your graveyard to your hand.
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
Sorcery
Life from the Loam (tdc) 96
Lumra, Bellow of the Woods
Reach, vigilance
Lumra's power and toughness are each equal to the number of lands you control.
When Lumra enters, mill four cards. Then return all land cards from your graveyard to the battlefield tapped.
Legendary Creature - Elemental Bear
Lumra, Bellow of the Woods (blb) 183
Titania, Nature's Force
You may play Forests from your graveyard.
Whenever a Forest you control enters, create a 5/3 green Elemental creature token.
Whenever an Elemental you control dies, you may mill three cards.
Legendary Creature - Elemental
Titania, Nature's Force (dsc) 202

Recursion

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Band Together
Up to two target creatures you control each deal damage equal to their power to another target creature.
Instant
Band Together (j25) 634
Epic Confrontation
Target creature you control gets +1/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Epic Confrontation (bro) 176
Lignify
Enchant creature
Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
Enchantment Kindred - Aura Treefolk
Lignify (gvl) 16
Pick Your Poison
Choose one —
• Each opponent sacrifices an artifact of their choice.
• Each opponent sacrifices an enchantment of their choice.
• Each opponent sacrifices a creature with flying of their choice.
Sorcery
Pick Your Poison (mkm) 170
Prey Upon
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Prey Upon (j22) 710
Ram Through
Target creature you control deals damage equal to its power to target creature you don't control. If the creature you control has trample, excess damage is dealt to that creature's controller instead.
Instant
Ram Through (cmm) 314

Removal

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
64 pips - 49 cards
47 mana - 45 cards
0 pips - 0 cards
4 mana - 3 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"PLEASE READ \nI PUT A LOT OF THOUGHT INTO WRITING THIS\n\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":" Sandman, Shifting Scoundrel\n"},{"attributes":{"bold":true},"insert":"Alt Commander:"},{"insert":" Lumra, Bellow of the Woods (Could not find another mono-green Spiderman legendary that also fit with the deck theme)\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Gameplan: Mill and Ramp -- Wincon: Voltron"},{"insert":"\nThe idea with the deck is to mill cards and always have Sandman on board so that you can swing thoughtlessly with a big power creature every turn past turn 3. The main reason I chose Sandman out of all the other commanders is that it presents a really resilient voltron commander because of his activated ability and allows for the deck to play a very simple game that I think is nice in a precon (He's also my favorite). I think voltron is also super under-represented in precons outside of equipment commanders yet I find that many new players that I play with at FNM enjoy voltron's simplicity and have fun playing voltron to start with. To make this precon a bit more precon than just a voltron deck, I decided I wanted to add a lot more mill and land cards in general so that it's a precon that provides value to create a lands matter, landfall, or graveyard deck if that's what the player felt like after playing commander for a while.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Flavor Cards: "},{"attributes":{"bold":true},"insert":"(Took a lot to make sure these all still fit within deck gameplan/wincon OR fit as interaction)"},{"insert":"\nKapow! - Spiderman/Comic Card. Punch = Kapow!\nPower Fist - Sandman usually punches with a sand-mace hand. Thought this matched\nRegrowth - I wanted a card that could represent Sandman's regen ability outside of his activated ability\nPsychic Paper - IMO Sandman could theoretically shapeshift + I think it makes sense for a criminal to try identity theft\nScout the City - Lookin for places to rob\nHeroic Intervention - Spiderman has saved Sandman in multiple ways + name fits well i think\nSpider-Man, Brooklyn Visionary - I wanted at least one Spider-Man\nTerrific Team-Up - Sandman canonnically teams up with heroes at some point\nBand Together - Canonnical team up with heroes\nIncreasing Savagery - The card name makes sense to me with a villain voltron\nAftermath Analyst - Crime Scene Investigator\nCase of the Locked Hothouse - Crime Scene ( he robbed a hothouse )\nUndergrowth Recon - Investigation of Crime\nEldrazi Conscription - I think villains NEED annihilator. Very very villainous.\nSands of Delirium - Sand \nSandstorm Verge - Sand\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Notable Deck Choices:"},{"insert":"\nI do realize that it has more than one additional land drop effect and that it might be too powerful to be in a precon, but I felt like the Icetill Explorer belongs in the deck for gameplay reasons and the Case of the Locked Hothouse is a fitting flavor and gameplay card. I also felt justified because UB precons are getting kinda crazy (Tidus FF Precon)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nI do recognize that the deck is mono color and that it might not be the best for new players to find what they like, but I think this isn't the worst downside to have since you can also get a good idea by playing the game itself since there are going to be three other decks at the table. (I also had preference and really wanted to build Sandman)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe optimal gameplay pattern for voltron is to get as big as possible as fast as possible with the most protection, but I tried not to make this a go-fast voltron deck or have lots of protection since I think a lot of the fun new players have is when the game is in parity and can go back and forth. This also ties the reason I think this commander is so good for new players with it's resilience."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nI wanted to include strong card synergies but tried to not add card combos that loop infinitely or include card that require 3+ cards to be useful. I think most new players who buy precons are looking for these fun synergies but don't want complicated combos. I instead put cards that work together in a very direct and one-off way (e.g. Sands of Delirium + Aftermath Analyst) or something small but feels complicated and cool (e.g. Icetill Explorer + Hedge Shredder)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe deck's mana base is worse than normal precons and I know that. I found it hard to make a precon mana base in a mono-color deck and it shows. When I was building the mana base initially I was putting a lot of useful stuff in there, but I ended up cutting most of it and replaced it with basic forests. I came to the realization that a large amount of utility everywhere isn't really what a voltron deck needs much less a precon. The choices matter more in other parts of the game and since the main way to diversify the mono color mana base is through utility, I just decided it wasn't worth it for the most part and only added 1-2 evasion lands."},{"attributes":{"list":"bullet"},"insert":"\n"}]}
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