Azourios
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Commander
Size: 100Salt sum: 45.34
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{"ops":[{"attributes":{"bold":true},"insert":"The House Always Wins!"},{"insert":"\n\n"},{"insert":{"card-link":"Mr. House, President and CEO"}},{"insert":" was the first commander deck I have built from the ground up, and it has stood the test of time. This is the deck I am known for with my pod and my local game store. This deck wants to do one thing, roll dice! And it does it well! The gameplan is straighforward: Play Mr. House, roll dice, create treasures, use those treasures to make robots, kill your opponents.\n\nThis deck has two main themes:\n\nRolling Dice"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Token Generation"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Dice Rolling: "},{"insert":"25% of the deck is focused on rolling dice. "},{"insert":{"card-link":"Mr. House, President and CEO"}},{"insert":" states that whenever you roll a 4 or higher, create a 3/3 robor creature token. Whenever you roll a 6 or higher, create the robot "},{"attributes":{"bold":true},"insert":"and"},{"insert":" a treasure token. Mr. House also has a dice rolling effect built in, but we will get to that later. Mr House does not state that you have to roll a d6 to trigger his first ability, meaning, we can roll anything from a d4 to a d20. Every card in this category does different things on their own, but rolling dice is their main purpose in this deck. \n\nThe Ancient Dragons: "},{"insert":{"card-link":"Ancient Gold Dragon"}},{"insert":", "},{"insert":{"card-link":"Ancient Brass Dragon"}},{"insert":", and "},{"insert":{"card-link":"Ancient Copper Dragon"}},{"insert":" are your big hitters. Each one rolls a d20 on combat damage, along with being a heavy hitter with flying, your opponents are going to be hard pressed to block these creatures. Each has their own benefit to this deck, but Ancient Copper Dragon is by far the best of the three. Since the deck aims to make treasure tokens, you will want to play this dragon as early as you can if you happen to find it in your hand. It can be difficult and prone to removal, but even one successful combat could win you the game. Ancient Gold Dragon is also a very good card as this will make you more token creatures with flying that can help close out the game or increase your board state. Ancient Brass Dragon acts as your recursion piece."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The Other Creatures: "},{"insert":{"card-link":"Lightfoot Rogue"}},{"insert":", "},{"insert":{"card-link":"Delina, Wild Mage"}},{"insert":", "},{"insert":{"card-link":"Hoarding Ogre"}},{"insert":", "},{"insert":{"card-link":"Celebr-8000"}},{"insert":", and "},{"insert":{"card-link":"Iron Mastiff"}},{"insert":" are all solid bodies that will roll you dice on combat. Each one excpet Celebr-8000 will roll a d20 to cause their own affect. Lightfoor Rogue is a great piece if played early as it is almost always guarunteed to deal combat damage thanks to its guarunteed deathtouch no matter what you roll. Delina Wild Mage will make you copies of other target creatures (your pick of a creature on the battlefield, maybe an ancient copper dragon?) and Iron Mastiff while it can be a detriment if you roll low will still give you the ability to roll a d20 just for attacking."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Artifacts: "},{"insert":{"card-link":"Clown Car"}},{"insert":", "},{"insert":{"card-link":"Component Pouch"}},{"insert":", "},{"insert":{"card-link":"The Deck of Many Things"}},{"insert":", "},{"insert":{"card-link":"Vexing Puzzlebox"}},{"insert":", and "},{"insert":{"card-link":"Wand of Wonder"}},{"insert":"are the stars of the show in my opinion. Vexing Puzzlebox as as a mana rock, a way to roll a d20, and a tutor effect if you roll enough dice. Component Pouch also acts as a man rock, but can be a bit slower. The Deck of Many Things while unpredictable is an easy way to roll another d20, and if you can hit a 20 then it can be a good way to get an opponent out of the game. Clown Car is an ETB dice rolling effect, but is better the more mana you sink into the casting cost. It only rolls d6's but rolling any dice is better than none at all. Wand of Wonder is a fun way to play your opponents spells and a good way to bury their library."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Instants and Sorceries: "},{"insert":{"card-link":"Contraband Livestock"}},{"insert":", "},{"insert":{"card-link":"Recruitment Drive"}},{"insert":", "},{"insert":{"card-link":"Attempted Murder"}},{"insert":", "},{"insert":{"card-link":"Grave Endeavor"}},{"insert":", "},{"insert":{"card-link":"Myrkul's Edict"}},{"insert":", "},{"insert":{"card-link":"Six-Sided Die"}},{"insert":", and "},{"insert":{"card-link":"Circuits Act"}},{"insert":". Controband Livestock is great spot removal that rolls you a d20 at the cost of giving your opponent a body. Recuritment Drive will give you more bodies the higher you roll. Attempted Murder will help remove an opponents creature if you pour enough mana into the X cost, and will give you bodies. It can be unpredictable depending on what you roll, so it is not a guarunteed removal. Grave Endeavor is a late game recursion piece that also acts as lifegain for you depending on what you roll. Myrkul's Edict is great removal for 2 mana. It is best to target an opponent that does not have creatures they are willing to sacrifice such as a token player, as if you roll low enough, that player gets to choose what creature they sacrifice. Six-Sided Die is a random effect, but best played in response to someone attacking you with a big creature. Circuits Act will help make you bodies in the early game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Equipment: "},{"insert":{"card-link":"Strength-Testing Hammer"}},{"insert":" and "},{"insert":{"card-link":"Sword of Hours"}},{"insert":". Both of these equipment pieces will help buff creatures and roll dice when they attack. You can equip them to just about any creature that wants to attack every turn to roll extra dice. Strength-Testing Hammer also acts as as card draw."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Planeswalkers: There are only two Planeswalker in this deck, and this one cares about rolling dice. "},{"insert":{"card-link":"Comet, Stellar Pup"}},{"insert":". Comet's loyalty ability costs 0, and it is to roll a d6. It is important to note that his ultimate ability \"+1 and you may activte Comet, Stellar Pup's Loyalty Ability two more times this turn\" can stack. Meaning if you get really lucky you can continue to roll d6's until the chain stops."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Token Generation: "},{"insert":"At the core of this deck, it is a token generation deck. There are several token syngeries within the deck that helps to double your tokens or use them to your advantage.\n\nToken Doublers: "},{"insert":{"card-link":"Anointed Procession"}},{"insert":", "},{"insert":{"card-link":"Elspeth, Storm Slayer"}},{"insert":", "},{"insert":{"card-link":"Mondrak, Glory Dominus"}},{"insert":". These are straight forward includes that all double your token generation. Mondrak, Glory Dominus also has a built in protection device by paying 1 and two phyrexian white mana to sacrifice two artifacts to put an indestructible counter on him. Seeing as how this deck loves artifact tokens, it is safe to say Mondrak will not be going anywhere. Elspeth is interesting because she acts as a token doubler, but also makes tokens with her +1 ability. If nothing else you can ensure you will have bodies on your board state before passing turn. Elspeth can also act as a mini finisher by giving all of your creatures a +1/+1 counter and flying until end of turn. Her -3 ability acts as spot removal for anything with mana value 3 or greater, which can be perfect late game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Securitron Squadron"}},{"insert":": Late game LOVES to see this card hit the battlefield. The more mana you have to pay into the aquad cost the better. This card lets your creature tokens enter with additional +1/+1 counters for each copy of Securitron Squadron, making your army of robots even bigger. Even if you can't pay into the squad cost, each of your creature tokens enter a little stronger."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Academy Manufactor"}},{"insert":": It is safe to say this is my favorite card. I love token decks, and this card has a home in any deck that loves treasures, clues, and food tokens. It helps with card draw, lifegain and ramp. What's not to love?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Jan Jansen, Chaos Crafter"}},{"insert":": This is versitile which allows you to sacrifice your robots for treasure tokens and vice versa. It will help keep your board state consistent throughout the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Treasure Tokens: "},{"insert":"Treasure tokens are vital to this decks game plan, and there is no shortage of ways to make them in this deck. "},{"insert":{"card-link":"Mr. House, President and CEO"}},{"insert":"'s decond ability lets you pay 4 generic mana to tap him to roll a d6. You can add an additional d6 for each treasure that was spent to activate this ability. Ideally you will always have enough treasure tokens to activate his ability each round, rolling 5d6. But we need ways to make treasures. We discussed a few earlier such as "},{"insert":{"card-link":"Ancient Copper Dragon"}},{"insert":", but there are other key pieces to ensure you have enough treasure tokens:\n"},{"insert":{"card-link":"Smothering Tithe"}},{"insert":", "},{"insert":{"card-link":"Goldspan Dragon"}},{"insert":", "},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":", "},{"insert":{"card-link":"Xorn"}},{"insert":", "},{"insert":{"card-link":"Mahadi, Emporium Master"}},{"insert":". All of these cards will make you treasure tokens in their own way. Xorn is another way to add additional treasure tokens on top of the ones you initially create. Professional Face-Breaker cares about combat damage (a perfect target for your equipments from earlier), Goldspan Dragon makes treasures on attack and ETB, and makes your treasures a 2 for 1 with his second ability, which will ramp you into a win."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Revel in Riches"}},{"insert":" and "},{"insert":{"card-link":"Descent into Avernus"}},{"insert":". These are your \"close out the game\" cards. Revel in Riches is the only official win-con in the deck, which can be very easy to pull off. Descent into Avernus is a way to help close the game out fast. It ramps up damage to everyone on the start of their turn, and gives them additional treasure tokens based on how many counters are on Descent. This also effects you, but if late enough in the game, it can be a way to ensure the game will end soon rather than later."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Removal: "},{"insert":"There are only 4 dedicated removal pieces in this deck, as a lot of cards covered in the dice rolling section also act as removal, but if you are ever in a pinch, these will assist.\n"},{"insert":{"card-link":"Organic Extinction"}},{"insert":": This is a helpful (almost) one sided board wipe that targets non-artifact creaturers (assuming your oppoent isn't playing an artifact deck as well)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ruinous Ultimatum"}},{"insert":": Another helpful one sided board wipe for late game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" and"},{"insert":{"card-link":"Path to Exile"}},{"insert":" for spot removal."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Draw:"},{"insert":" Playing in Red/Black/White, drawing cards is not the deck's forte, so we need to get creative a little.\n"},{"insert":{"card-link":"Black Market Connections"}},{"insert":", "},{"insert":{"card-link":"Deadly Dispute"}},{"insert":", and "},{"insert":{"card-link":"Big Score"}},{"insert":" draw you cards while also assisting in making treasure tokens."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Idol of Oblivion"}},{"insert":" allows you to draw a card as long as you have created a token this turn. Shouldn't be that hard in this deck, right?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"The One Ring"}},{"insert":" is a staple in any deck really. Just don't abuse it too much, as chained with Descent into Avernus or Black Market Connections will drain you of your life faster than you can say \"Do you pay for Smothering Tithe?\""},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Lands: "},{"insert":"This deck runs a little under the avergae land count with 34 lands. This can sometimes cause problems, but in my experience this won't be a big issue with all of the treasure generation. The land base could probably use some utility lands, but if it ain't broke, don't fix it. The notable includes in the land base are "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":" for targeting a recursion deck, and "},{"insert":{"card-link":"Command Beacon"}},{"insert":" as Mr. House can be prone to removal, and this helps with the commander tax. This deck does run two dual lands. YOU DO NOT NEED THEM, I have them because this is a bling-out project. They can easily be swapped with any other land.\n\nOther notable cards in this deck that were not mentioned:\n"},{"insert":{"card-link":"Wyll, Blade of Frontiers"}},{"insert":" and "},{"insert":{"card-link":"Barbarian Class"}},{"insert":" let you roll an additional die and take the higher number when rolling. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cyberman Patrol"}},{"insert":" gives all of your artifact creatures afflict 3, which can be a major pain for your opponents regardless of how mnay robot creature tokens you have."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Steel Overseer"}},{"insert":" to buff up your robot creature tokens. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mirkwood Bats"}},{"insert":" darins your opponents whenever you create or sacrifice a token. With all of the robot creature tokens and treasure tokens you are going to be creating and sacrificing, this can win you the game if chained with a token doubler and "},{"insert":{"card-link":"Ancient Copper Dragon"}},{"insert":" or "},{"insert":{"card-link":"Ancient Gold Dragon"}},{"insert":" (if you roll high enough on attack)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cover of Darkness"}},{"insert":" is a great piece of evasion, giving all of your creatures of the chosen type Fear. Always name \"Robots\" for cover of darkness and you'll be all but guarunteed to kill an opponent."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Krang, Utrom Warlord"}},{"insert":" gives all of your artifact creatues flying, tample, indestructible and haste. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" and "},{"insert":{"card-link":"Deflecting Swat"}},{"insert":" for additional protection."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Arcane Signet"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Talisman of Conviction"}},{"insert":", "},{"insert":{"card-link":"Talisman of Hierarchy"}},{"insert":", and "},{"insert":{"card-link":"Talisman of Indulgence"}},{"insert":" as your mana rocks. You could probably cut two of the talismans for additional card draw or dice rolling cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\nThis deck is a fast paced aggro token generation deck. Your ideal starting hand should be at least two to three lands with some form of ramp (Sol Ring or Arcane Signet) and at least one way to roll dice early. Ideal picks are "},{"insert":{"card-link":"Lightfoot Rogue"}},{"insert":", "},{"insert":{"card-link":"Contraband Livestock"}},{"insert":", "},{"insert":{"card-link":"Circuits Act"}},{"insert":", and "},{"insert":{"card-link":"Vexing Puzzlebox"}},{"insert":". This ensures you can ramp into Mr. House on curve and start your token generation as early as possible. It is important to not cast any Dice Rolling ETB cards unless Mr. House is on the battlefield unless "},{"attributes":{"bold":true},"insert":"absolutely necessary"},{"insert":".\n\nWeaknesses: This deck dos not run a lot of protection, choosing to instead focus on the aggro fast paced action that this deck thrives on. With the amount of token generation this deck produces, it can be difficult for an opponent to get through to your life total, but board wipes and counterspells do exist, and this deck is prone to them. You can't stop them all, so the best course of action is to bait out counterspells by playing cards that seem like threats so you can get your true game pieces onto the board. It is okay to sacrifice important game pieces to ensure you stay alive! That is more of a general statement that goes for every deck, but especially when you have minimal protection. While "},{"insert":{"card-link":"Revel in Riches"}},{"insert":" is the only win-con in the deck, it is not necessary, as you can easily win with combat damage. Additional token doublers ensure that if one gets countered, you still have additional ways to double your supply. And while minimal and sometimes unreliable, "},{"insert":{"card-link":"Grave Endeavor"}},{"insert":" and "},{"insert":{"card-link":"Ancient Brass Dragon"}},{"insert":" help with recurring creatures late in the game.\n\n"},{"attributes":{"bold":true},"insert":"Potential Includes:"},{"insert":"\n\nThere are cards that would work very well in this deck that I have chosen not to include. I either do not have these cards or have no plans to include them at this time, despite them being cards that would probably make the deck better. Tutors such as "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":", "},{"insert":{"card-link":"Gamble"}},{"insert":", and "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" are great includes but I don't feel this deck needs them. "},{"insert":{"card-link":"Clock of Omens"}},{"insert":" would be a good combo piece, but this deck does not run any infinite combos, as I don't feel the need for them. "},{"insert":{"card-link":"Marionette Master"}},{"insert":" and "},{"insert":{"card-link":"Marionette Apprentice"}},{"insert":" are both very powerful includes, and I will likely add Marionette Master at some point. "},{"insert":{"card-link":"Chaos Dragon"}},{"insert":" allows you to roll a d20 and is a good include if you can find a slot. "},{"insert":{"card-link":"Losheel, Clockwork Scholar"}},{"insert":" is a cheaper way to include card draw. "},{"insert":{"card-link":"Reckless Fireweaver"}},{"insert":" and"},{"insert":{"card-link":"Maddening Hex"}},{"insert":" are both great burn cards, and Maddening Hex rolls a d6 each turn. \n\nThere are a lot of other cards that can easily be included, but at the end of the day a lot of them do the same thing which is burn and drain effects. While I have some, I chose to focus more on the combat aspect of the deck, and it pilots very well. If you ever wanted to run a casino, or just love to gamble, this deck is a great way to experience that feeling.\n\nOverall, this is my alltime favorite deck. It is what I am most known for. It's explosive, fun to play, fun to play against (most of the time) and easy to pick up. \n"}]}
Commander
Mr. House, President and CEO
Whenever you roll a 4 or higher, create a 3/3 colorless Robot artifact creature token. If you rolled 6 or higher, instead create that token and a Treasure token.
, : Roll a six-sided die plus an additional six-sided die for each mana from Treasures spent to activate this ability.
, : Roll a six-sided die plus an additional six-sided die for each mana from Treasures spent to activate this ability.
Legendary Creature Artifact - Human

Commander
(CTRL to add secondary)
Anthem
Anthem
(CTRL to add secondary)
Counters
Wyll, Blade of Frontiers
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Whenever you roll one or more dice, put a +1/+1 counter on Wyll.
Choose a Background (You can have a Background as a second commander.)
Whenever you roll one or more dice, put a +1/+1 counter on Wyll.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Warlock

Counters
(CTRL to add secondary)
Creature
Lucy MacLean, Positively Armed
Golden Rule — Whenever a token enters, you may have target player other than its controller create a token that's a copy of it, then you draw a card if an opponent created a token this way. Do this only once each turn.
Legendary Creature - Human Survivor

Creature
(CTRL to add secondary)
Draw
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Roll the Dice
Ancient Brass Dragon
Flying
Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
Creature - Elder Dragon

Barbarian Class
(Gain the next level as a sorcery to add its ability.)
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: Level 3
Creatures you control have haste.
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: Level 3
Creatures you control have haste.
Enchantment - Class

Celebr-8000
At the beginning of combat on your turn, roll two six-sided dice. For each result of 1, this creature gets +1/+1 until end of turn. For each other result, it gains the indicated ability until end of turn. If you rolled doubles, it also gains double strike until end of turn.
• 2 — menace
• 3 — vigilance
• 4 — lifelink
• 5 — flying
• 6 — indestructible
• 2 — menace
• 3 — vigilance
• 4 — lifelink
• 5 — flying
• 6 — indestructible
Creature Artifact - Clown Robot

Comet, Stellar Pup
0: Roll a six-sided die.
1 or 2 — [+2], then create two 1/1 green Squirrel creature tokens. They gain haste until end of turn.
3 — [−1], then return a card with mana value 2 or less from your graveyard to your hand.
4 or 5 — Comet deals damage equal to the number of loyalty counters on him to a creature or player, then [−2].
6 — [+1], and you may activate Comet's loyalty ability two more times this turn.
1 or 2 — [+2], then create two 1/1 green Squirrel creature tokens. They gain haste until end of turn.
3 — [−1], then return a card with mana value 2 or less from your graveyard to your hand.
4 or 5 — Comet deals damage equal to the number of loyalty counters on him to a creature or player, then [−2].
6 — [+1], and you may activate Comet's loyalty ability two more times this turn.
Legendary Planeswalker - Comet

Delina, Wild Mage
Whenever Delina attacks, choose target creature you control, then roll a d20.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
Legendary Creature - Elf Shaman

Iron Mastiff
Whenever this creature attacks, roll a d20 for each player being attacked and ignore all but the highest roll.
1—9 | This creature deals damage equal to its power to you.
10—19 | This creature deals damage equal to its power to defending player.
20 | This creature deals damage equal to its power to each opponent.
1—9 | This creature deals damage equal to its power to you.
10—19 | This creature deals damage equal to its power to defending player.
20 | This creature deals damage equal to its power to each opponent.
Creature Artifact - Dog

Lightfoot Rogue
Sneak Attack — Whenever this creature attacks, roll a d20.
1—9 | This creature gains deathtouch until end of turn.
10—19 | It gets +1/+0 and gains deathtouch until end of turn.
20 | It gets +3/+0 and gains first strike and deathtouch until end of turn.
1—9 | This creature gains deathtouch until end of turn.
10—19 | It gets +1/+0 and gains deathtouch until end of turn.
20 | It gets +3/+0 and gains first strike and deathtouch until end of turn.
Creature - Rogue Halfling

Strength-Testing Hammer
Whenever equipped creature attacks, roll a six-sided die. That creature gets +X/+0 until end of turn, where X is the result. Then if it has the greatest power or is tied for greatest power among creatures on the battlefield, draw a card.
Equip
Equip
Artifact - Equipment

Sword of Hours
Whenever equipped creature attacks, put a +1/+1 counter on it.
Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

The Deck of Many Things
, : Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand.
1—9 | Return a card at random from your graveyard to your hand.
10—19 | Draw two cards.
20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
1—9 | Return a card at random from your graveyard to your hand.
10—19 | Draw two cards.
20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
Legendary Artifact

Vexing Puzzlebox
Whenever you roll one or more dice, put a number of charge counters on this artifact equal to the result.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
Artifact

Wand of Wonder
, : Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs.
1—9 | X is one.
10—19 | X is two.
20 | X is three.
1—9 | X is one.
10—19 | X is two.
20 | X is three.
Artifact

Wyll's Reversal
Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
Instant

Roll the Dice
(CTRL to add secondary)
Tokens
Cybermen Squadron
Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature Artifact - Cyberman

Elspeth, Storm Slayer
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
Legendary Planeswalker - Elspeth

Mondrak, Glory Dominus
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ( can be paid with either or 2 life.)
, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Securitron Squadron
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Vigilance
Whenever a creature token you control enters, put a +1/+1 counter on it.
Vigilance
Whenever a creature token you control enters, put a +1/+1 counter on it.
Creature Artifact - Robot

Tokens
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Treasure
Treasure
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Deck Info
Deck stats
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Description
{"ops":[{"attributes":{"bold":true},"insert":"The House Always Wins!"},{"insert":"\n\n"},{"insert":{"card-link":"Mr. House, President and CEO"}},{"insert":" was the first commander deck I have built from the ground up, and it has stood the test of time. This is the deck I am known for with my pod and my local game store. This deck wants to do one thing, roll dice! And it does it well! The gameplan is straighforward: Play Mr. House, roll dice, create treasures, use those treasures to make robots, kill your opponents.\n\nThis deck has two main themes:\n\nRolling Dice"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Token Generation"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Dice Rolling: "},{"insert":"25% of the deck is focused on rolling dice. "},{"insert":{"card-link":"Mr. House, President and CEO"}},{"insert":" states that whenever you roll a 4 or higher, create a 3/3 robor creature token. Whenever you roll a 6 or higher, create the robot "},{"attributes":{"bold":true},"insert":"and"},{"insert":" a treasure token. Mr. House also has a dice rolling effect built in, but we will get to that later. Mr House does not state that you have to roll a d6 to trigger his first ability, meaning, we can roll anything from a d4 to a d20. Every card in this category does different things on their own, but rolling dice is their main purpose in this deck. \n\nThe Ancient Dragons: "},{"insert":{"card-link":"Ancient Gold Dragon"}},{"insert":", "},{"insert":{"card-link":"Ancient Brass Dragon"}},{"insert":", and "},{"insert":{"card-link":"Ancient Copper Dragon"}},{"insert":" are your big hitters. Each one rolls a d20 on combat damage, along with being a heavy hitter with flying, your opponents are going to be hard pressed to block these creatures. Each has their own benefit to this deck, but Ancient Copper Dragon is by far the best of the three. Since the deck aims to make treasure tokens, you will want to play this dragon as early as you can if you happen to find it in your hand. It can be difficult and prone to removal, but even one successful combat could win you the game. Ancient Gold Dragon is also a very good card as this will make you more token creatures with flying that can help close out the game or increase your board state. Ancient Brass Dragon acts as your recursion piece."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The Other Creatures: "},{"insert":{"card-link":"Lightfoot Rogue"}},{"insert":", "},{"insert":{"card-link":"Delina, Wild Mage"}},{"insert":", "},{"insert":{"card-link":"Hoarding Ogre"}},{"insert":", "},{"insert":{"card-link":"Celebr-8000"}},{"insert":", and "},{"insert":{"card-link":"Iron Mastiff"}},{"insert":" are all solid bodies that will roll you dice on combat. Each one excpet Celebr-8000 will roll a d20 to cause their own affect. Lightfoor Rogue is a great piece if played early as it is almost always guarunteed to deal combat damage thanks to its guarunteed deathtouch no matter what you roll. Delina Wild Mage will make you copies of other target creatures (your pick of a creature on the battlefield, maybe an ancient copper dragon?) and Iron Mastiff while it can be a detriment if you roll low will still give you the ability to roll a d20 just for attacking."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Artifacts: "},{"insert":{"card-link":"Clown Car"}},{"insert":", "},{"insert":{"card-link":"Component Pouch"}},{"insert":", "},{"insert":{"card-link":"The Deck of Many Things"}},{"insert":", "},{"insert":{"card-link":"Vexing Puzzlebox"}},{"insert":", and "},{"insert":{"card-link":"Wand of Wonder"}},{"insert":"are the stars of the show in my opinion. Vexing Puzzlebox as as a mana rock, a way to roll a d20, and a tutor effect if you roll enough dice. Component Pouch also acts as a man rock, but can be a bit slower. The Deck of Many Things while unpredictable is an easy way to roll another d20, and if you can hit a 20 then it can be a good way to get an opponent out of the game. Clown Car is an ETB dice rolling effect, but is better the more mana you sink into the casting cost. It only rolls d6's but rolling any dice is better than none at all. Wand of Wonder is a fun way to play your opponents spells and a good way to bury their library."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Instants and Sorceries: "},{"insert":{"card-link":"Contraband Livestock"}},{"insert":", "},{"insert":{"card-link":"Recruitment Drive"}},{"insert":", "},{"insert":{"card-link":"Attempted Murder"}},{"insert":", "},{"insert":{"card-link":"Grave Endeavor"}},{"insert":", "},{"insert":{"card-link":"Myrkul's Edict"}},{"insert":", "},{"insert":{"card-link":"Six-Sided Die"}},{"insert":", and "},{"insert":{"card-link":"Circuits Act"}},{"insert":". Controband Livestock is great spot removal that rolls you a d20 at the cost of giving your opponent a body. Recuritment Drive will give you more bodies the higher you roll. Attempted Murder will help remove an opponents creature if you pour enough mana into the X cost, and will give you bodies. It can be unpredictable depending on what you roll, so it is not a guarunteed removal. Grave Endeavor is a late game recursion piece that also acts as lifegain for you depending on what you roll. Myrkul's Edict is great removal for 2 mana. It is best to target an opponent that does not have creatures they are willing to sacrifice such as a token player, as if you roll low enough, that player gets to choose what creature they sacrifice. Six-Sided Die is a random effect, but best played in response to someone attacking you with a big creature. Circuits Act will help make you bodies in the early game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Equipment: "},{"insert":{"card-link":"Strength-Testing Hammer"}},{"insert":" and "},{"insert":{"card-link":"Sword of Hours"}},{"insert":". Both of these equipment pieces will help buff creatures and roll dice when they attack. You can equip them to just about any creature that wants to attack every turn to roll extra dice. Strength-Testing Hammer also acts as as card draw."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Planeswalkers: There are only two Planeswalker in this deck, and this one cares about rolling dice. "},{"insert":{"card-link":"Comet, Stellar Pup"}},{"insert":". Comet's loyalty ability costs 0, and it is to roll a d6. It is important to note that his ultimate ability \"+1 and you may activte Comet, Stellar Pup's Loyalty Ability two more times this turn\" can stack. Meaning if you get really lucky you can continue to roll d6's until the chain stops."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Token Generation: "},{"insert":"At the core of this deck, it is a token generation deck. There are several token syngeries within the deck that helps to double your tokens or use them to your advantage.\n\nToken Doublers: "},{"insert":{"card-link":"Anointed Procession"}},{"insert":", "},{"insert":{"card-link":"Elspeth, Storm Slayer"}},{"insert":", "},{"insert":{"card-link":"Mondrak, Glory Dominus"}},{"insert":". These are straight forward includes that all double your token generation. Mondrak, Glory Dominus also has a built in protection device by paying 1 and two phyrexian white mana to sacrifice two artifacts to put an indestructible counter on him. Seeing as how this deck loves artifact tokens, it is safe to say Mondrak will not be going anywhere. Elspeth is interesting because she acts as a token doubler, but also makes tokens with her +1 ability. If nothing else you can ensure you will have bodies on your board state before passing turn. Elspeth can also act as a mini finisher by giving all of your creatures a +1/+1 counter and flying until end of turn. Her -3 ability acts as spot removal for anything with mana value 3 or greater, which can be perfect late game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Securitron Squadron"}},{"insert":": Late game LOVES to see this card hit the battlefield. The more mana you have to pay into the aquad cost the better. This card lets your creature tokens enter with additional +1/+1 counters for each copy of Securitron Squadron, making your army of robots even bigger. Even if you can't pay into the squad cost, each of your creature tokens enter a little stronger."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Academy Manufactor"}},{"insert":": It is safe to say this is my favorite card. I love token decks, and this card has a home in any deck that loves treasures, clues, and food tokens. It helps with card draw, lifegain and ramp. What's not to love?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Jan Jansen, Chaos Crafter"}},{"insert":": This is versitile which allows you to sacrifice your robots for treasure tokens and vice versa. It will help keep your board state consistent throughout the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Treasure Tokens: "},{"insert":"Treasure tokens are vital to this decks game plan, and there is no shortage of ways to make them in this deck. "},{"insert":{"card-link":"Mr. House, President and CEO"}},{"insert":"'s decond ability lets you pay 4 generic mana to tap him to roll a d6. You can add an additional d6 for each treasure that was spent to activate this ability. Ideally you will always have enough treasure tokens to activate his ability each round, rolling 5d6. But we need ways to make treasures. We discussed a few earlier such as "},{"insert":{"card-link":"Ancient Copper Dragon"}},{"insert":", but there are other key pieces to ensure you have enough treasure tokens:\n"},{"insert":{"card-link":"Smothering Tithe"}},{"insert":", "},{"insert":{"card-link":"Goldspan Dragon"}},{"insert":", "},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":", "},{"insert":{"card-link":"Xorn"}},{"insert":", "},{"insert":{"card-link":"Mahadi, Emporium Master"}},{"insert":". All of these cards will make you treasure tokens in their own way. Xorn is another way to add additional treasure tokens on top of the ones you initially create. Professional Face-Breaker cares about combat damage (a perfect target for your equipments from earlier), Goldspan Dragon makes treasures on attack and ETB, and makes your treasures a 2 for 1 with his second ability, which will ramp you into a win."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Revel in Riches"}},{"insert":" and "},{"insert":{"card-link":"Descent into Avernus"}},{"insert":". These are your \"close out the game\" cards. Revel in Riches is the only official win-con in the deck, which can be very easy to pull off. Descent into Avernus is a way to help close the game out fast. It ramps up damage to everyone on the start of their turn, and gives them additional treasure tokens based on how many counters are on Descent. This also effects you, but if late enough in the game, it can be a way to ensure the game will end soon rather than later."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Removal: "},{"insert":"There are only 4 dedicated removal pieces in this deck, as a lot of cards covered in the dice rolling section also act as removal, but if you are ever in a pinch, these will assist.\n"},{"insert":{"card-link":"Organic Extinction"}},{"insert":": This is a helpful (almost) one sided board wipe that targets non-artifact creaturers (assuming your oppoent isn't playing an artifact deck as well)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ruinous Ultimatum"}},{"insert":": Another helpful one sided board wipe for late game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" and"},{"insert":{"card-link":"Path to Exile"}},{"insert":" for spot removal."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Draw:"},{"insert":" Playing in Red/Black/White, drawing cards is not the deck's forte, so we need to get creative a little.\n"},{"insert":{"card-link":"Black Market Connections"}},{"insert":", "},{"insert":{"card-link":"Deadly Dispute"}},{"insert":", and "},{"insert":{"card-link":"Big Score"}},{"insert":" draw you cards while also assisting in making treasure tokens."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Idol of Oblivion"}},{"insert":" allows you to draw a card as long as you have created a token this turn. Shouldn't be that hard in this deck, right?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"The One Ring"}},{"insert":" is a staple in any deck really. Just don't abuse it too much, as chained with Descent into Avernus or Black Market Connections will drain you of your life faster than you can say \"Do you pay for Smothering Tithe?\""},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Lands: "},{"insert":"This deck runs a little under the avergae land count with 34 lands. This can sometimes cause problems, but in my experience this won't be a big issue with all of the treasure generation. The land base could probably use some utility lands, but if it ain't broke, don't fix it. The notable includes in the land base are "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":" for targeting a recursion deck, and "},{"insert":{"card-link":"Command Beacon"}},{"insert":" as Mr. House can be prone to removal, and this helps with the commander tax. This deck does run two dual lands. YOU DO NOT NEED THEM, I have them because this is a bling-out project. They can easily be swapped with any other land.\n\nOther notable cards in this deck that were not mentioned:\n"},{"insert":{"card-link":"Wyll, Blade of Frontiers"}},{"insert":" and "},{"insert":{"card-link":"Barbarian Class"}},{"insert":" let you roll an additional die and take the higher number when rolling. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cyberman Patrol"}},{"insert":" gives all of your artifact creatures afflict 3, which can be a major pain for your opponents regardless of how mnay robot creature tokens you have."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Steel Overseer"}},{"insert":" to buff up your robot creature tokens. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mirkwood Bats"}},{"insert":" darins your opponents whenever you create or sacrifice a token. With all of the robot creature tokens and treasure tokens you are going to be creating and sacrificing, this can win you the game if chained with a token doubler and "},{"insert":{"card-link":"Ancient Copper Dragon"}},{"insert":" or "},{"insert":{"card-link":"Ancient Gold Dragon"}},{"insert":" (if you roll high enough on attack)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cover of Darkness"}},{"insert":" is a great piece of evasion, giving all of your creatures of the chosen type Fear. Always name \"Robots\" for cover of darkness and you'll be all but guarunteed to kill an opponent."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Krang, Utrom Warlord"}},{"insert":" gives all of your artifact creatues flying, tample, indestructible and haste. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" and "},{"insert":{"card-link":"Deflecting Swat"}},{"insert":" for additional protection."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Arcane Signet"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Talisman of Conviction"}},{"insert":", "},{"insert":{"card-link":"Talisman of Hierarchy"}},{"insert":", and "},{"insert":{"card-link":"Talisman of Indulgence"}},{"insert":" as your mana rocks. You could probably cut two of the talismans for additional card draw or dice rolling cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\nThis deck is a fast paced aggro token generation deck. Your ideal starting hand should be at least two to three lands with some form of ramp (Sol Ring or Arcane Signet) and at least one way to roll dice early. Ideal picks are "},{"insert":{"card-link":"Lightfoot Rogue"}},{"insert":", "},{"insert":{"card-link":"Contraband Livestock"}},{"insert":", "},{"insert":{"card-link":"Circuits Act"}},{"insert":", and "},{"insert":{"card-link":"Vexing Puzzlebox"}},{"insert":". This ensures you can ramp into Mr. House on curve and start your token generation as early as possible. It is important to not cast any Dice Rolling ETB cards unless Mr. House is on the battlefield unless "},{"attributes":{"bold":true},"insert":"absolutely necessary"},{"insert":".\n\nWeaknesses: This deck dos not run a lot of protection, choosing to instead focus on the aggro fast paced action that this deck thrives on. With the amount of token generation this deck produces, it can be difficult for an opponent to get through to your life total, but board wipes and counterspells do exist, and this deck is prone to them. You can't stop them all, so the best course of action is to bait out counterspells by playing cards that seem like threats so you can get your true game pieces onto the board. It is okay to sacrifice important game pieces to ensure you stay alive! That is more of a general statement that goes for every deck, but especially when you have minimal protection. While "},{"insert":{"card-link":"Revel in Riches"}},{"insert":" is the only win-con in the deck, it is not necessary, as you can easily win with combat damage. Additional token doublers ensure that if one gets countered, you still have additional ways to double your supply. And while minimal and sometimes unreliable, "},{"insert":{"card-link":"Grave Endeavor"}},{"insert":" and "},{"insert":{"card-link":"Ancient Brass Dragon"}},{"insert":" help with recurring creatures late in the game.\n\n"},{"attributes":{"bold":true},"insert":"Potential Includes:"},{"insert":"\n\nThere are cards that would work very well in this deck that I have chosen not to include. I either do not have these cards or have no plans to include them at this time, despite them being cards that would probably make the deck better. Tutors such as "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":", "},{"insert":{"card-link":"Gamble"}},{"insert":", and "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" are great includes but I don't feel this deck needs them. "},{"insert":{"card-link":"Clock of Omens"}},{"insert":" would be a good combo piece, but this deck does not run any infinite combos, as I don't feel the need for them. "},{"insert":{"card-link":"Marionette Master"}},{"insert":" and "},{"insert":{"card-link":"Marionette Apprentice"}},{"insert":" are both very powerful includes, and I will likely add Marionette Master at some point. "},{"insert":{"card-link":"Chaos Dragon"}},{"insert":" allows you to roll a d20 and is a good include if you can find a slot. "},{"insert":{"card-link":"Losheel, Clockwork Scholar"}},{"insert":" is a cheaper way to include card draw. "},{"insert":{"card-link":"Reckless Fireweaver"}},{"insert":" and"},{"insert":{"card-link":"Maddening Hex"}},{"insert":" are both great burn cards, and Maddening Hex rolls a d6 each turn. \n\nThere are a lot of other cards that can easily be included, but at the end of the day a lot of them do the same thing which is burn and drain effects. While I have some, I chose to focus more on the combat aspect of the deck, and it pilots very well. If you ever wanted to run a casino, or just love to gamble, this deck is a great way to experience that feeling.\n\nOverall, this is my alltime favorite deck. It is what I am most known for. It's explosive, fun to play, fun to play against (most of the time) and easy to pick up. \n"}]}




































































