Gomh
403251 views18 days ago
Commander
Size: 100Est cost: $209.20Salt sum: 31.99
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{"ops":[{"insert":"At first glance, this deck looks like Boros chaos: a pile of burn spells, lifegain, damage reflection, and theatrical overkill stitched together around Firesong and Sunspeaker. But that misunderstanding is exactly the trap. This deck is not random. It is an engine of escalation, a cathedral built from pain, lifegain, and divine retribution. Every point of damage matters. Every point of life matters more. And once the machine begins turning, the table realizes far too late that every spell cast against you only feeds the fire.\n\nThe gameplan begins deceptively slowly. Early turns are spent assembling mana through rocks like Sol Ring, Boros Signet, and Pyromancer's Goggles while quietly establishing survivability through incidental lifegain and interaction. Cards like Lightning Helix, Revitalize, and Warleader's Helix are not filler. They are fuel. Once Firesong and Sunspeaker enter the battlefield, the deck’s identity reveals itself. Red damage spells gain lifelink. White lifegain spells gain the power to strike creatures and players alike. The line between healing and violence disappears entirely.\n\nFrom there, the deck transforms into a hall of mirrors where damage reflects infinitely outward. Boros Reckoner, Brash Taunter, Stuffy Doll, Truefire Captain, and Phyrexian Vindicator weaponize your own board wipes into instruments of execution. A simple Blasphemous Act becomes an extinction-level event. Star of Extinction ceases to be removal and instead becomes scripture. Opponents are not merely defeated; they are judged.\n\nAnd yet the deck’s true brilliance is that it never relies on a single path to victory. Sometimes you ascend beyond reach with Felidar Sovereign after generating absurd life totals through chained burn spells and lifelink interactions. Sometimes Aetherflux Reservoir turns that life into orbital weaponry. Sometimes Arcane Bombardment creates an avalanche of copied spells the table cannot survive. Sometimes Chance for Glory delivers one final doomed combat step worthy of legend.\n\nThis deck understands something fundamental about Commander: inevitability is more terrifying than speed. It does not sprint toward victory. It builds pressure turn after turn until the battlefield itself becomes hostile to existence. Damage redirects. Lifegain detonates into removal. Board wipes become win conditions. Even politics become warped, because attacking you risks activating the very engines opponents are trying to avoid.\n\nMost Commander decks try to optimize. This one tries to transcend. It is theatrical, excessive, and unapologetically operatic. Every card contributes to the same central thesis: pain is temporary, but glory is eternal.\n"}]}
Commander
Commander
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Anthem
Anthem
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Burn
Fated Firepower
Flash
This enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
This enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
Enchantment

Burn
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Copy
Copy
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Creature
Bre of Clan Stoutarm
, : Another target creature you control gains flying and lifelink until end of turn.
At the beginning of your end step, if you gained life this turn, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost if the spell's mana value is less than or equal to the amount of life you gained this turn. Otherwise, put it into your hand.
At the beginning of your end step, if you gained life this turn, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost if the spell's mana value is less than or equal to the amount of life you gained this turn. Otherwise, put it into your hand.
Legendary Creature - Warrior Giant

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

Gisela, Blade of Goldnight
Flying, first strike
If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.
If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.
If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
Legendary Creature - Angel

Lorehold Command
Choose two —
• Create a 3/2 red and white Spirit creature token.
• Creatures you control get +1/+0 and gain indestructible and haste until end of turn.
• Lorehold Command deals 3 damage to any target. Target player gains 3 life.
• Sacrifice a permanent, then draw two cards.
• Create a 3/2 red and white Spirit creature token.
• Creatures you control get +1/+0 and gain indestructible and haste until end of turn.
• Lorehold Command deals 3 damage to any target. Target player gains 3 life.
• Sacrifice a permanent, then draw two cards.
Instant

Protection
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Ramp
Ramp
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Recursion
Radiant Scrollwielder
Instant and sorcery spells you control have lifelink.
At the beginning of your upkeep, exile an instant or sorcery card at random from your graveyard. You may cast it this turn. If a spell cast this way would be put into your graveyard, exile it instead.
At the beginning of your upkeep, exile an instant or sorcery card at random from your graveyard. You may cast it this turn. If a spell cast this way would be put into your graveyard, exile it instead.
Creature - Cleric Dwarf

Recursion
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Removal
Gideon Blackblade
During your turn, Gideon Blackblade is a 4/4 Human Soldier creature with indestructible that's still a planeswalker.
Prevent all damage that would be dealt to Gideon Blackblade during your turn.
+1: Up to one other target creature you control gains your choice of vigilance, lifelink, or indestructible until end of turn.
−6: Exile target nonland permanent.
Prevent all damage that would be dealt to Gideon Blackblade during your turn.
+1: Up to one other target creature you control gains your choice of vigilance, lifelink, or indestructible until end of turn.
−6: Exile target nonland permanent.
Legendary Planeswalker - Gideon

The Rollercrusher Ride
Delirium — If a source you control would deal noncombat damage to a permanent or player while there are four or more card types among cards in your graveyard, it deals double that damage instead.
When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
When The Rollercrusher Ride enters, it deals X damage to each of up to X target creatures.
Legendary Enchantment

Removal
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Maybeboard
Heliod, Sun-Crowned
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Legendary Creature Enchantment - God

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"At first glance, this deck looks like Boros chaos: a pile of burn spells, lifegain, damage reflection, and theatrical overkill stitched together around Firesong and Sunspeaker. But that misunderstanding is exactly the trap. This deck is not random. It is an engine of escalation, a cathedral built from pain, lifegain, and divine retribution. Every point of damage matters. Every point of life matters more. And once the machine begins turning, the table realizes far too late that every spell cast against you only feeds the fire.\n\nThe gameplan begins deceptively slowly. Early turns are spent assembling mana through rocks like Sol Ring, Boros Signet, and Pyromancer's Goggles while quietly establishing survivability through incidental lifegain and interaction. Cards like Lightning Helix, Revitalize, and Warleader's Helix are not filler. They are fuel. Once Firesong and Sunspeaker enter the battlefield, the deck’s identity reveals itself. Red damage spells gain lifelink. White lifegain spells gain the power to strike creatures and players alike. The line between healing and violence disappears entirely.\n\nFrom there, the deck transforms into a hall of mirrors where damage reflects infinitely outward. Boros Reckoner, Brash Taunter, Stuffy Doll, Truefire Captain, and Phyrexian Vindicator weaponize your own board wipes into instruments of execution. A simple Blasphemous Act becomes an extinction-level event. Star of Extinction ceases to be removal and instead becomes scripture. Opponents are not merely defeated; they are judged.\n\nAnd yet the deck’s true brilliance is that it never relies on a single path to victory. Sometimes you ascend beyond reach with Felidar Sovereign after generating absurd life totals through chained burn spells and lifelink interactions. Sometimes Aetherflux Reservoir turns that life into orbital weaponry. Sometimes Arcane Bombardment creates an avalanche of copied spells the table cannot survive. Sometimes Chance for Glory delivers one final doomed combat step worthy of legend.\n\nThis deck understands something fundamental about Commander: inevitability is more terrifying than speed. It does not sprint toward victory. It builds pressure turn after turn until the battlefield itself becomes hostile to existence. Damage redirects. Lifegain detonates into removal. Board wipes become win conditions. Even politics become warped, because attacking you risks activating the very engines opponents are trying to avoid.\n\nMost Commander decks try to optimize. This one tries to transcend. It is theatrical, excessive, and unapologetically operatic. Every card contributes to the same central thesis: pain is temporary, but glory is eternal.\n"}]}









































































