skybearer425
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Commander
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{"ops":[{"insert":"Haktos is ..... interesting as far as Voltron commanders go. Guaranteed protection from mana values 0/1 and 5+, with another 2 CMC's after he enters, rendering basic tokens and many chump blockers useless against him. The upside to that is in order to interact with him your opponents will need very specific removal and creatures, which is half the battle of Voltron: keeping the commander alive.\nHowever, you still need to protect him for when people DO have the right CMC because he only has toughness 1, and effects like "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" and "},{"insert":{"card-link":"Accursed Marauder"}},{"insert":" can still get around it.\n\nIf a 2 is rolled, I think it's his worst number. There is a lot of 2 cmc removal, and there is a plethora of mana dorks and expendable creatures. Cards like "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" are cheap and effective at slowing you down which you can't really afford since Haktos is 4 mana. Also, cmc 2 isn't as punishing to cast, and will allow your opponents to take more actions with the rest of their available lands.\n\nGetting a 3 or 4 is considerably better. A lot of people choose commanders with CMC 3 or 4 and aside from making them weigh trading commanders when you swing, you want them gone to stop whatever engine they're trying to get set up. Having a lot of cheap removal in this deck generally allows Haktos to get through while also serving as a means to protect him. Creatures can't hurt him if they're dead. Also, them losing something they invested 3-4 mana in hurts seeing that it is a big investment until later. \n\n4 is probably ideal, since not a lot of people have removal spells for 4 mana, and you don't really have to worry about creatures that were cast before him. Again, the plethora of cheap removal in RW should allow you to take out obstacles faster than they can appear.\n\nThe biggest problem is that protection goes both ways. Equipment and Auras don't really work in this deck since you won't know what you can actually attach to him so 2/3 of them would be dead in your hand. This means you have to rely on anthem effects which are usually more costly. This goes for protecting him and beefing him up with spells as well. Cheap single target spells to give important keywords or counters don't really work. This limits his effectiveness a bunch sadly. It may be better just to pack as many boardwipes and removal that doesn't affect him and just bet that people wont have the right CMC.\n"}]}
Anthem
Anthem
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Draw
Draw
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Evasion
Gornog, the Red Reaper
Haste
Cowards can't block Warriors.
Whenever one or more Warriors you control attack a player, target creature that player controls becomes a Coward.
Attacking Warriors you control get +X/+0, where X is the number of Cowards your opponents control.
Cowards can't block Warriors.
Whenever one or more Warriors you control attack a player, target creature that player controls becomes a Coward.
Attacking Warriors you control get +X/+0, where X is the number of Cowards your opponents control.
Legendary Creature - Warrior Minotaur

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

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.
+ — 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

Isengard Unleashed
Damage can't be prevented this turn. If a source you control would deal damage this turn to an opponent or a permanent an opponent controls, it deals triple that damage instead.
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

Karlach, Fury of Avernus
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Barbarian Tiefling

Overpowering Attack
Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.
Sorcery

Savage Beating
Cast this spell only during combat on your turn.
Choose one —
• Creatures you control gain double strike until end of turn.
• Untap all creatures you control. After this phase, there is an additional combat phase.
Entwine (Choose both if you pay the entwine cost.)
Choose one —
• Creatures you control gain double strike until end of turn.
• Untap all creatures you control. After this phase, there is an additional combat phase.
Entwine (Choose both if you pay the entwine cost.)
Instant

Finisher
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Land
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
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Protection
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Legion's Initiative
Red creatures you control get +1/+0.
White creatures you control get +0/+1.
, Exile this enchantment: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.
White creatures you control get +0/+1.
, Exile this enchantment: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.
Enchantment

Selfless Samurai
Whenever a Samurai or Warrior you control attacks alone, it gains lifelink until end of turn.
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature - Fox Samurai

Protection
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Pump
Silverblade Paladin
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as this creature is paired with another creature, both creatures have double strike.
As long as this creature is paired with another creature, both creatures have double strike.
Creature - Human Knight

Pump
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Ramp
Ramp
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Removal
The Eternal Wanderer
No more than one creature can attack The Eternal Wanderer each combat.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
Legendary Planeswalker

Removal
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Stax
Stax
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Tokens
Gideon, Ally of Zendikar
+1: Until end of turn, Gideon becomes a 5/5 Human Soldier Ally creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
0: Create a 2/2 white Knight Ally creature token.
−4: You get an emblem with "Creatures you control get +1/+1."
0: Create a 2/2 white Knight Ally creature token.
−4: You get an emblem with "Creatures you control get +1/+1."
Legendary Planeswalker - Gideon

Tokens
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Sideboard
Angel's Grace
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Instant

Tajic, Legion's Edge
Haste
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Prevent all noncombat damage that would be dealt to other creatures you control.
: Tajic gains first strike until end of turn.
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Prevent all noncombat damage that would be dealt to other creatures you control.
: Tajic gains first strike until end of turn.
Legendary Creature - Human Soldier

World at War
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery

Sideboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Haktos is ..... interesting as far as Voltron commanders go. Guaranteed protection from mana values 0/1 and 5+, with another 2 CMC's after he enters, rendering basic tokens and many chump blockers useless against him. The upside to that is in order to interact with him your opponents will need very specific removal and creatures, which is half the battle of Voltron: keeping the commander alive.\nHowever, you still need to protect him for when people DO have the right CMC because he only has toughness 1, and effects like "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" and "},{"insert":{"card-link":"Accursed Marauder"}},{"insert":" can still get around it.\n\nIf a 2 is rolled, I think it's his worst number. There is a lot of 2 cmc removal, and there is a plethora of mana dorks and expendable creatures. Cards like "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" are cheap and effective at slowing you down which you can't really afford since Haktos is 4 mana. Also, cmc 2 isn't as punishing to cast, and will allow your opponents to take more actions with the rest of their available lands.\n\nGetting a 3 or 4 is considerably better. A lot of people choose commanders with CMC 3 or 4 and aside from making them weigh trading commanders when you swing, you want them gone to stop whatever engine they're trying to get set up. Having a lot of cheap removal in this deck generally allows Haktos to get through while also serving as a means to protect him. Creatures can't hurt him if they're dead. Also, them losing something they invested 3-4 mana in hurts seeing that it is a big investment until later. \n\n4 is probably ideal, since not a lot of people have removal spells for 4 mana, and you don't really have to worry about creatures that were cast before him. Again, the plethora of cheap removal in RW should allow you to take out obstacles faster than they can appear.\n\nThe biggest problem is that protection goes both ways. Equipment and Auras don't really work in this deck since you won't know what you can actually attach to him so 2/3 of them would be dead in your hand. This means you have to rely on anthem effects which are usually more costly. This goes for protecting him and beefing him up with spells as well. Cheap single target spells to give important keywords or counters don't really work. This limits his effectiveness a bunch sadly. It may be better just to pack as many boardwipes and removal that doesn't affect him and just bet that people wont have the right CMC.\n"}]}

















































































