CognizantCrow
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Commander
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{"ops":[{"insert":"This primer uses Archidekt categories as keywords so please sort the deck view by \"category (multiple)\" before reading.\n\n"},{"attributes":{"bold":true},"insert":"Game plan:"},{"insert":"\nSlam the Titanic into opponents starting on turn 4 until you win. This deck plays like a combo deck on turns 1-3, then turns into a voltron deck on turns 4+.\n\n"},{"attributes":{"bold":true},"insert":"Turn Strategy:"},{"insert":"\nOn turns 1-3, cast a 3-power pilot and a haste-enabler for the commander using filter cards as necessary.\nOn turn 4, ram the Titanic into an open opponent, then use the 7 treasures to play a damage doubler or try to filter into a damage doubler.\nOn turns 5+, try to win with commander damage using a variety of filtering, drawing, and playing more damage doublers.\n\n"},{"attributes":{"bold":true},"insert":"Mulligan Strategy:"},{"insert":"\nYou have very poor odds of starting the game with both a haste enabler and a pilot. Expect to draw into one or both pieces.\nYou need at least 3 lands in your starting hand. Always take 1 free mulligan to get 3+ lands.\nIf you start with 2 lands in your opening hand, you only have an 80% chance to cast your commander which means a 20% chance to not play magic.\n5 lands is fine if you have haste+pilot OR haste+filter OR pilot+filter. Don't keep 5+ lands otherwise.\n\n"},{"attributes":{"bold":true},"insert":"General Tips:"},{"insert":"\nHaste is technically an optional piece of the combo since without it you can still crew the commander on turn 5. You do need haste eventually so that you can attack with the commander on turns 6,7,8,etc.\nThere are several expensive mid-game draw opportunities after you ramp 7 treasures on turn 4. Use these as a mana sink when you are in the doublers phase of your game plan.\nDue to the high land count, be ready to filter extra lands during the mid-game.\nYou really don't need more than 1 pilot out at a time. Same for multiple sources of haste. Save those cards for filtering. You only need 1 of each for the Titanic to launch.\nYou really shouldn't cast filter spells if you have haste or pilot cards to cast instead. You can always save your filtering for mid-game.\n\n"},{"attributes":{"bold":true},"insert":"Individual card advice:"},{"insert":"\nInventor's Fair (tutor): Zenith Chronicler is a pilot with draw. Syr Ginger is a pilot with doubler. Lightning Greaves give haste.\nCommand Beacon: Don't bother sacrificing this to cast the 6-mana Titanic. Save it for the 8 or 10-mana Titanic.\nTwo-Handed Axe: Double Strike doesn't work on the Titanic so make sure to use the regular equipment ability instead.\n\n"},{"attributes":{"bold":true},"insert":"A word on the lack of ramp:"},{"insert":"\nThis deck has one ramp card that can be played on turn 2 (Sunset Striker). Play your commander on turn 3 if able to swing with it, otherwise use the ramp on turn 3 to get the pilot+haste+doubler combo online. This deck wants to play the commander with haste every turn and ramp doesn't enable haste. The ideal play is to drop the commander on turn 4 hasted, turn 5 hasted, turn 6 and so on, letting the commander's treasures pay for commander tax and damage doublers. Playing ramp would mean cutting haste out of the combo, making for a more likely turn 3 attack, but a less likely turn 5/6/7/8 attack.\n"}]}
RMS Titanic
Flying, trample
When RMS Titanic deals combat damage to a player, sacrifice it and create that many Treasure tokens.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
When RMS Titanic deals combat damage to a player, sacrifice it and create that many Treasure tokens.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle

Commander
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Jeska, Thrice Reborn
Jeska enters with a loyalty counter on her for each time you've cast a commander from the command zone this game.
0: Choose target creature. Until your next turn, if that creature would deal combat damage to one of your opponents, it deals triple that damage to that player instead.
−X: Jeska deals X damage to each of up to three targets.
Jeska, Thrice Reborn can be your commander.
Partner
0: Choose target creature. Until your next turn, if that creature would deal combat damage to one of your opponents, it deals triple that damage to that player instead.
−X: Jeska deals X damage to each of up to three targets.
Jeska, Thrice Reborn can be your commander.
Partner
Legendary Planeswalker - Jeska

Mjölnir, Hammer of Thor
When Mjölnir enters, it deals 4 damage to up to one target creature.
Double all damage equipped creature would deal.
Equip worthy (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
, Discard this card: It deals 2 damage to each creature.
Double all damage equipped creature would deal.
Equip worthy (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
, Discard this card: It deals 2 damage to each creature.
Legendary Artifact - Equipment

Syr Ginger, the Meal Ender
Syr Ginger has trample, hexproof, and haste as long as an opponent controls a planeswalker.
Whenever another artifact you control is put into a graveyard from the battlefield, put a +1/+1 counter on Syr Ginger and scry 1.
, , Sacrifice Syr Ginger: You gain life equal to its power.
Whenever another artifact you control is put into a graveyard from the battlefield, put a +1/+1 counter on Syr Ginger and scry 1.
, , Sacrifice Syr Ginger: You gain life equal to its power.
Legendary Creature Artifact - Knight Food

Doubler
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Possibility Technician
Whenever this creature or another Kavu you control enters, exile the top card of your library. For as long as that card remains exiled, you may play it if you control a Kavu.
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.)
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 - Artificer Kavu

Tersa Lightshatter
Haste
When Tersa Lightshatter enters, discard up to two cards, then draw that many cards.
Whenever Tersa Lightshatter attacks, if there are seven or more cards in your graveyard, exile a card at random from your graveyard. You may play that card this turn.
When Tersa Lightshatter enters, discard up to two cards, then draw that many cards.
Whenever Tersa Lightshatter attacks, if there are seven or more cards in your graveyard, exile a card at random from your graveyard. You may play that card this turn.
Legendary Creature - Wizard Orc

Filter
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Haste
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Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Land
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Pilots
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Glóin, Dwarf Emissary
Whenever you cast a historic spell, create a Treasure token. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic.)
, Sacrifice a Treasure: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
, Sacrifice a Treasure: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Legendary Creature - Advisor Dwarf

Laurine, the Diversion
Partner with Kamber, the Plunderer (When this creature enters, target player may put Kamber into their hand from their library, then shuffle.)
First strike
, Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
First strike
, Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Legendary Creature - Human Rogue

Removal
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"This primer uses Archidekt categories as keywords so please sort the deck view by \"category (multiple)\" before reading.\n\n"},{"attributes":{"bold":true},"insert":"Game plan:"},{"insert":"\nSlam the Titanic into opponents starting on turn 4 until you win. This deck plays like a combo deck on turns 1-3, then turns into a voltron deck on turns 4+.\n\n"},{"attributes":{"bold":true},"insert":"Turn Strategy:"},{"insert":"\nOn turns 1-3, cast a 3-power pilot and a haste-enabler for the commander using filter cards as necessary.\nOn turn 4, ram the Titanic into an open opponent, then use the 7 treasures to play a damage doubler or try to filter into a damage doubler.\nOn turns 5+, try to win with commander damage using a variety of filtering, drawing, and playing more damage doublers.\n\n"},{"attributes":{"bold":true},"insert":"Mulligan Strategy:"},{"insert":"\nYou have very poor odds of starting the game with both a haste enabler and a pilot. Expect to draw into one or both pieces.\nYou need at least 3 lands in your starting hand. Always take 1 free mulligan to get 3+ lands.\nIf you start with 2 lands in your opening hand, you only have an 80% chance to cast your commander which means a 20% chance to not play magic.\n5 lands is fine if you have haste+pilot OR haste+filter OR pilot+filter. Don't keep 5+ lands otherwise.\n\n"},{"attributes":{"bold":true},"insert":"General Tips:"},{"insert":"\nHaste is technically an optional piece of the combo since without it you can still crew the commander on turn 5. You do need haste eventually so that you can attack with the commander on turns 6,7,8,etc.\nThere are several expensive mid-game draw opportunities after you ramp 7 treasures on turn 4. Use these as a mana sink when you are in the doublers phase of your game plan.\nDue to the high land count, be ready to filter extra lands during the mid-game.\nYou really don't need more than 1 pilot out at a time. Same for multiple sources of haste. Save those cards for filtering. You only need 1 of each for the Titanic to launch.\nYou really shouldn't cast filter spells if you have haste or pilot cards to cast instead. You can always save your filtering for mid-game.\n\n"},{"attributes":{"bold":true},"insert":"Individual card advice:"},{"insert":"\nInventor's Fair (tutor): Zenith Chronicler is a pilot with draw. Syr Ginger is a pilot with doubler. Lightning Greaves give haste.\nCommand Beacon: Don't bother sacrificing this to cast the 6-mana Titanic. Save it for the 8 or 10-mana Titanic.\nTwo-Handed Axe: Double Strike doesn't work on the Titanic so make sure to use the regular equipment ability instead.\n\n"},{"attributes":{"bold":true},"insert":"A word on the lack of ramp:"},{"insert":"\nThis deck has one ramp card that can be played on turn 2 (Sunset Striker). Play your commander on turn 3 if able to swing with it, otherwise use the ramp on turn 3 to get the pilot+haste+doubler combo online. This deck wants to play the commander with haste every turn and ramp doesn't enable haste. The ideal play is to drop the commander on turn 4 hasted, turn 5 hasted, turn 6 and so on, letting the commander's treasures pay for commander tax and damage doublers. Playing ramp would mean cutting haste out of the combo, making for a more likely turn 3 attack, but a less likely turn 5/6/7/8 attack.\n"}]}












































































