217 views4 months ago
Commander
Size: 100Est cost: $368.10Salt sum: 39.17
magicmcgathering
217 views4 months ago
Commander
Size: 100Est cost: $368.10Salt sum: 39.17
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Commander
Dragonlord Ojutai
Flying
Dragonlord Ojutai has hexproof as long as it's untapped.
Whenever Dragonlord Ojutai deals combat damage to a player, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Dragonlord Ojutai has hexproof as long as it's untapped.
Whenever Dragonlord Ojutai deals combat damage to a player, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Legendary Creature - Elder Dragon

Commander
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Artifact
Artifact
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Creature
Aerial Extortionist
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Creature - Soldier Bird

Faithbound Judge
Defender, flying, vigilance
At the beginning of your upkeep, if this creature has two or fewer judgment counters on it, put a judgment counter on it.
As long as this creature has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb
At the beginning of your upkeep, if this creature has two or fewer judgment counters on it, put a judgment counter on it.
As long as this creature has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb
Creature - Soldier Spirit


Kangee's Lieutenant
Flying
Whenever this creature attacks, attacking creatures with flying get +1/+1 until end of turn.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Whenever this creature attacks, attacking creatures with flying get +1/+1 until end of turn.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Soldier Bird

Sephara, Sky's Blade
You may pay and tap four untapped creatures you control with flying rather than pay this spell's mana cost.
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Flying, lifelink
Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Legendary Creature - Angel

Taigam, Ojutai Master
Instant, sorcery, and Dragon spells you control can't be countered.
Whenever you cast an instant or sorcery spell from your hand, if Taigam attacked this turn, that spell gains rebound. (Exile the spell as it resolves. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Whenever you cast an instant or sorcery spell from your hand, if Taigam attacked this turn, that spell gains rebound. (Exile the spell as it resolves. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Legendary Creature - Human Monk

Creature
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Enchantment
Enchantment
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Instant
Instant
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Land
Land
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Sorcery
Sorcery
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"This is an upgraded version of the 2022 Starter Commander precon "},{"attributes":{"color":"#ff9900","bold":true},"insert":"First Flight"},{"insert":". It plays to the strengths of the new (upgraded) commander by including many vigilance invoking upgrades. Win condition is \"voltron\" based equipment upgrades that go for commander damage kills.\n\n"},{"attributes":{"bold":true},"insert":"Early Game Strategy"},{"insert":"\nIt's going to be a little while before you can get your commander, "},{"insert":{"card-link":"Dragonlord Ojutai"}},{"insert":", on to the battlefield. Not a problem, we're mostly using our commander for end game strategy. Build your board with "},{"attributes":{"italic":true},"insert":"creatures"},{"insert":" and "},{"attributes":{"italic":true},"insert":"enchantments"},{"insert":" that you can afford at this stage. Obviously throw down your ramp, which will mostly be "},{"attributes":{"italic":true},"insert":"artifacts"},{"insert":" in this deck. Consider holding back some mana each time to disrupt your opponent's early tempo with counterspells, of which you have several (e.g., "},{"insert":{"card-link":"Counterspell"}},{"insert":", "},{"insert":{"card-link":"Absorb"}},{"insert":", "},{"insert":{"card-link":"Negate"}},{"insert":", "},{"insert":{"card-link":"Dovin's Veto"}},{"insert":"). Your creatures are going to be on the smaller side due to flying, but don't be afraid to leave yourself open in the early game and get some small hits in for opponents that cannot block you.\n\n"},{"attributes":{"bold":true},"insert":"Mid Game Strategy"},{"insert":"\nWe are going to want to get our commander setup to execute our end game. This means \"forming voltron\". You have natural protection built into your commander provided you can get some "},{"attributes":{"italic":true},"insert":"vigilance"},{"insert":" on it, and there are many ways to do that in this deck (e.g. "},{"insert":{"card-link":"Kor Halberd"}},{"insert":", "},{"insert":{"card-link":"Ring of Thune"}},{"insert":", "},{"insert":{"card-link":"Sentinel's Eyes"}},{"insert":" ). I would avoid playing cards that impact the entire player-base (i.e, high salt level) until you're in end game. You don't want to be the target of everyone until you are ready to make final moves. So wait to throw down "},{"insert":{"card-link":"Magus of the Moat"}},{"insert":" and/or "},{"insert":{"card-link":"Aven Mindcensor"}},{"insert":", unless it's absolutely necessary to save yourself from a loss. You have "},{"attributes":{"italic":true},"insert":"lifegain"},{"insert":" options through cards like "},{"insert":{"card-link":"Archon of Redemption"}},{"insert":", to keep you healthy. Use your tutor options (e.g., "},{"insert":{"card-link":"Stoneforge Mystic"}},{"insert":", "},{"insert":{"card-link":"Open the Armory"}},{"insert":") to gather some of your "},{"attributes":{"italic":true},"insert":"equipment"},{"insert":" and "},{"attributes":{"italic":true},"insert":"auras"},{"insert":" that you'll be putting on your commander. Also, if you can get "},{"insert":{"card-link":"Faithbound Judge // Sinner's Judgment"}},{"insert":" onto the battlefield on your final turn before you start the end game campaign, that will save you some mana going into end game. You can get "},{"insert":{"card-link":"Dragonlord Ojutai"}},{"insert":"out at any point in this phase, unless your opponents know what you are going to do with him and he is at high risk of being picked off early. If you can get mass protection on the board with "},{"insert":{"card-link":"Sephara, Sky's Blade"}},{"insert":" before putting out your commander, that is recommend.\n\n"},{"attributes":{"bold":true},"insert":"End Game Strategy"},{"insert":"\nForm voltron. Give your commander double strike with "},{"insert":{"card-link":"Twinblade Blessing"}},{"insert":" and the best equipment available at this stage (e.g., "},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":") that will pump up his attack. Use cards on the field like "},{"insert":{"card-link":"Halvar, God of Battle // Sword of the Realms"}},{"insert":" and "},{"insert":{"card-link":"Stoneforge Mystic"}},{"insert":" to lower mana cost of equipping. Use "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" to make your commander unblockable and go in for commander damage kill to an opponent. Curse another opponent with "},{"insert":{"card-link":"Faithbound Judge // Sinner's Judgment"}},{"insert":" if you have not already to get that clock started (3 turns until they lose the game). On your next turn, do the same to remaining opponents and use your permanents to your advantage to both attack and defend.\n\n"}]}












































































