114 views3 months ago
Commander
Size: 100Salt sum: 22.49
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CognizantCrow

114 views3 months ago
Commander
Size: 100Salt sum: 22.49

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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.)
Legendary Artifact - Vehicle
RMS Titanic (who) 93

Commander

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Fiendish Duo
First strike (This creature deals combat damage before creatures without first strike.)
If a source would deal damage to an opponent, it deals double that damage to that player instead.
Creature - Devil
Fiendish Duo (j25) 545
Fiery Emancipation
If a source you control would deal damage to a permanent or player, it deals triple that damage to that permanent or player instead.
Enchantment
Fiery Emancipation (m21) 143
Gratuitous Violence
If a creature you control would deal damage to a permanent or player, it deals double that damage instead.
Enchantment
Gratuitous Violence (blc) 197
Ingenious Artillerist
Whenever one or more artifacts you control enter, this creature deals that much damage to each opponent.
Creature - Human Artificer
Ingenious Artillerist (clb) 182
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
Legendary Planeswalker - Jeska
Jeska, Thrice Reborn (cmr) 186
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.
Legendary Artifact - Equipment
Mjölnir, Hammer of Thor (msh) 146
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.
Legendary Creature Artifact - Knight Food
Syr Ginger, the Meal Ender (woe) 252
Twinflame Tyrant
Flying
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals double that damage instead.
Creature - Dragon
Twinflame Tyrant (fdn) 97
Two-Handed Axe
Whenever equipped creature attacks, double its power until end of turn.
Equip
Artifact - Equipment
Two-Handed Axe // Sweeping Cleave (clb) 203

Doubler

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Azra Bladeseeker
When this creature enters, each player on your team may discard a card, then each player who discarded a card this way draws a card.
Creature - Warrior Azra
Azra Bladeseeker (plst) BBD-55
Bitter Reunion
When this enchantment enters, you may discard a card. If you do, draw two cards.
, Sacrifice this enchantment: Creatures you control gain haste until end of turn.
Enchantment
Bitter Reunion (otc) 156
Byway Barterer
Menace
Whenever you expend 4, you may discard your hand. If you do, draw two cards. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
Creature - Rogue Raccoon
Byway Barterer (blb) 129
Cathartic Reunion
As an additional cost to cast this spell, discard two cards.
Draw three cards.
Sorcery
Cathartic Reunion (acr) 94
Charging Strifeknight
Haste
, Discard a card: Draw a card.
Creature - Knight Spirit
Charging Strifeknight (sos) 110
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (tdc) 213
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.)
Creature - Artificer Kavu
Possibility Technician (eoe) 153
Quicksmith Genius
Whenever an artifact you control enters, you may discard a card. If you do, draw a card.
Creature - Human Artificer
Quicksmith Genius (c21) 178
Rescue Leopard
Whenever this creature becomes tapped, you may discard a card. If you do, draw a card.
Creature - Cat
Rescue Leopard (tdm) 116
Summon: G.F. Ifrit
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II — You may discard a card. If you do, draw a card.
III, IV — Add
.
Creature Enchantment - Saga Demon
Summon: G.F. Ifrit (fin) 369
Tectonic Reformation
Each land card in your hand has cycling
.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Tectonic Reformation (c20) 162
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.
Legendary Creature - Wizard Orc
Tersa Lightshatter (tdm) 127
Valakut Awakening
Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Instant
Valakut Awakening // Valakut Stoneforge (plst) ZNR-174Valakut Awakening // Valakut Stoneforge (plst) ZNR-174
Yuyan Archers
Reach
When this creature enters, you may discard a card. If you do, draw a card.
Creature - Human Archer
Yuyan Archers (tla) 161
Zenith Chronicler
Whenever a player casts their first multicolored spell each turn, each other player draws a card.
Creature Artifact - Construct Phyrexian
Zenith Chronicler (one) 246

Filter

(Ctrl to add secondary)
Axgard Cavalry
: Target creature gains haste until end of turn. (It can attack and
this turn.)
Creature - Berserker Dwarf
Axgard Cavalry (fdn) 189
Bloodlust Inciter
: Target creature gains haste until end of turn. (It can attack and
this turn.)
Creature - Human Warrior
Bloodlust Inciter (j25) 525
Boots of Speed
Equipped creature gets +1/+0 and has haste.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Boots of Speed (afr) 133
Crashing Drawbridge
Defender
: Creatures you control gain haste until end of turn.
Creature Artifact - Wall
Crashing Drawbridge (tdc) 316
Eldrazi Linebreaker
Devoid (This card has no color.)
Trample
At the beginning of combat on your turn, target creature you control gains haste and gets +X/+0 until end of turn, where X is the number of Eldrazi you control.
Creature - Eldrazi
Eldrazi Linebreaker (mh3) 117
Footfall Crater
Enchant land
Enchanted land has "
: Target creature gains trample and haste until end of turn."
Cycling
(
, Discard this card: Draw a card.)
Enchantment - Aura
Footfall Crater (plst) IKO-118
Goblin Motivator
: Target creature gains haste until end of turn. (It can attack and
this turn.)
Creature - Goblin Warrior
Goblin Motivator (plst) M19-143
Hotfoot Gnome
Haste
: Another target creature gains haste until end of turn.
Creature Artifact - Gnome
Hotfoot Gnome (lci) 154
Lavaspur Boots
Equipped creature gets +1/+0 and has haste and ward
. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Equip
Artifact - Equipment
Lavaspur Boots (otj) 243
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (tdc) 102
Rabbit Battery
Haste
Equipped creature gets +1/+1 and has haste.
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 Rabbit
Rabbit Battery (neo) 157
Taxi Driver
,
: Target creature gains haste until end of turn.
Creature - Human Pilot
Taxi Driver (spm) 97

Haste

(Ctrl to add secondary)
Blasted Landscape
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Blasted Landscape (plst) CM2-238
Bonders' Enclave
: Add
.
,
: Draw a card. Activate only if you control a creature with power 4 or greater.
Land
Bonders' Enclave (otc) 274
Capital City
: Add
.
,
: Add one mana of any color.
Cycling
(
, Discard this card: Draw a card.)
Land - Town
Capital City (fin) 274
Command Beacon
: Add
.
, Sacrifice this land: Put your commander into your hand from the command zone.
Land
Command Beacon (tdc) 352
Cryptic Caves
: Add
.
,
, Sacrifice this land: Draw a card. Activate only if you control five or more lands.
Land
Cryptic Caves (khc) 109
Daily Bugle Building
: Add
.
,
: Add one mana of any color.
Smear Campaign —
,
: Target legendary creature gains menace until end of turn. Activate only as a sorcery.
Land
Daily Bugle Building (spm) 179
Darksteel Citadel
Indestructible
: Add
.
Artifact Land
Darksteel Citadel (mb2) 107
Flamekin Village
As this land enters, you may reveal an Elemental card from your hand. If you don't, this land enters tapped.
: Add
.
,
: Target creature gains haste until end of turn.
Land
Flamekin Village (plst) CM2-251
Fomori Vault
: Add
.
,
, Discard a card: Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Land
Fomori Vault (big) 29
Fountainport
: Add
.
,
, Sacrifice a token: Draw a card.
,
, Pay 1 life: Create a 1/1 blue Fish creature token.
,
: Create a Treasure token.
Land
Fountainport (blb) 253
Great Furnace
: Add
.
Artifact Land
Great Furnace (eoc) 161
Hanweir Battlements
: Add
.
,
: Target creature gains haste until end of turn.
,
: If you both own and control this land and a creature named Hanweir Garrison, exile them, then meld them into Hanweir, the Writhing Township.
Land
Hanweir Battlements (inr) 279
Horizon of Progress
, Pay 1 life: Add one mana of any type that a land you control could produce.
,
: You may put a land card from your hand onto the battlefield tapped.
,
, Sacrifice this land: Draw a card.
Land
Horizon of Progress (m3c) 130
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.
Legendary Land
Inventors' Fair (plst) KLD-247
Junktown
: Add
.
,
, Sacrifice this land: Create three Junk tokens. (They're artifacts with "
, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Land
Junktown (pip) 150
Mariposa Military Base
You may have this land enter tapped. If you do, you get two rad counters.
: Add
.
,
: Draw a card. This ability costs
less to activate for each rad counter you have.
Land
Mariposa Military Base (pip) 151
Mech Hangar
: Add
.
: Add one mana of any color. Spend this mana only to cast a Pilot or Vehicle spell.
,
: Target Vehicle becomes an artifact creature until end of turn.
Land
Mech Hangar (neo) 270
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (tle) 290
Opal Palace
: Add
.
,
: Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
Land
Opal Palace (soc) 390
Roadside Reliquary
: Add
.
,
, Sacrifice this land: Draw a card if you control an artifact. Draw a card if you control an enchantment.
Land
Roadside Reliquary (pip) 282
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (otc) 313
Sandstorm Verge
: Add
.
,
: Target creature can't block this turn. Activate only as a sorcery.
Land - Desert
Sandstorm Verge (otj) 263
Shinka, the Bloodsoaked Keep
: Add
.
,
: Target legendary creature gains first strike until end of turn.
Legendary Land
Shinka, the Bloodsoaked Keep (plst) CHK-282
The Gold Saucer
: Add
.
,
: Flip a coin. If you win the flip, create a Treasure token.
,
, Sacrifice two artifacts: Draw a card.
Land - Town
The Gold Saucer (fin) 279
Tower of the Magistrate
: Add
.
,
: Target creature gains protection from artifacts until end of turn.
Land
Tower of the Magistrate (mmq) 330
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (mkc) 310
Witch's Clinic
: Add
.
,
: Target commander gains lifelink until end of turn.
Land
Witch's Clinic (dsc) 325

Land

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Blazing Rootwalla
: This creature gets +2/+0 until end of turn. Activate only once each turn.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Lizard
Blazing Rootwalla (mh2) 115
Cinder Wall
Defender
When this creature blocks, destroy it at end of combat.
Creature - Wall
Cinder Wall (cns) 140
Dynamite Diver
This creature saddles Mounts and crews Vehicles as though its power were 2 greater.
When this creature dies, it deals 1 damage to any target.
Creature - Goblin Pilot
Dynamite Diver (dft) 123
Intrepid Ace
This creature gets +2/+0 as long as it isn't attacking or blocking.
Creature - Human Pilot
Intrepid Ace (msc) 691
Slumbering Dragon
Flying
This creature can't attack or block unless it has five or more +1/+1 counters on it.
Whenever a creature attacks you or a planeswalker you control, put a +1/+1 counter on this creature.
Creature - Dragon
Slumbering Dragon (m13) 148
Sunset Strikemaster
: Add
.
,
, Sacrifice this creature: It deals 6 damage to target creature with flying.
Creature - Human Monk
Sunset Strikemaster (tdm) 126
Torpid Moloch
Defender (This creature can't attack.)
Sacrifice three lands: This creature loses defender until end of turn.
Creature - Lizard
Torpid Moloch (rav) 147

Pilots

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Disrupt Decorum
Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Sorcery
Disrupt Decorum (mkc) 151
Fear of Being Hunted
Haste
This creature must be blocked if able.
Creature Enchantment - Nightmare
Fear of Being Hunted (dsk) 134
Gastal Blockbuster
When this creature enters, you may sacrifice a creature or Vehicle. When you do, destroy target artifact an opponent controls.
Creature - Human Berserker
Gastal Blockbuster (dft) 128
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.)
Legendary Creature - Advisor Dwarf
Glóin, Dwarf Emissary (ltr) 132
Kazuul's Fury
As an additional cost to cast this spell, sacrifice a creature.
Kazuul's Fury deals damage equal to the sacrificed creature's power to any target.
Instant
Kazuul's Fury // Kazuul's Cliffs (znr) 146Kazuul's Fury // Kazuul's Cliffs (znr) 146
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.)
Legendary Creature - Human Rogue
Laurine, the Diversion (otc) 172
Screaming Nemesis
Haste
Whenever this creature is dealt damage, it deals that much damage to any other target. If a player is dealt damage this way, they can't gain life for the rest of the game.
Creature - Spirit
Screaming Nemesis (dsk) 157
Shatterskull Smashing
Shatterskull Smashing deals X damage divided as you choose among up to two target creatures and/or planeswalkers. If X is 6 or more, Shatterskull Smashing deals twice X damage divided as you choose among them instead.
Sorcery
Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161
Sundering Eruption
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Creatures without flying can't block this turn.
Sorcery
Sundering Eruption // Volcanic Fissure (mh3) 248Sundering Eruption // Volcanic Fissure (mh3) 248
Unstoppable Ogre
When this creature enters, target creature can't block this turn.
Creature Artifact - Warrior Ogre
Unstoppable Ogre (j25) 609
Untimely Malfunction
Choose one —
• Destroy target artifact.
• Change the target of target spell or ability with a single target.
• One or two target creatures can't block this turn.
Instant
Untimely Malfunction (dsk) 161

Removal

(Ctrl to add secondary)

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
60 pips - 50 cards
33 mana - 33 cards
0 pips - 0 cards
0 mana - 5 cards
1 pip - 1 card
22 mana - 22 cards
CategoriesQtyOdds
Click charts to focus on cards
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"}]}
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