Neomoto
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"v3 "},{"insert":"- Refocus, pivoting back to fundamentals. Swapped 7 cards for increased land count, ramp, and token generators.\n"},{"attributes":{"bold":true},"insert":"v3.1"},{"insert":" - Tuned mana base. Confirmed v3 is the build that works.\n"},{"attributes":{"bold":true},"insert":"v3.2 "},{"insert":"- Swapped in a strictly better, scaling anthem effects.\n"},{"attributes":{"bold":true},"insert":"v3.3"},{"insert":" - Added more burn and anthem with token multiplier\n"},{"attributes":{"bold":true},"insert":"v3.4.1"},{"insert":" - Two rounds of improved token generator swapouts. v3.4.2 - It was painful, but I swapped a hard to cast edict for a token multiplier. Also swapped in a more flavorful edict for a less powerful anthem.\nv3.5 - The Hobbit has a lot of support for this deck. Started with two obvious choices, "},{"attributes":{"bold":true},"insert":"Belladonna Took"},{"insert":" and "},{"attributes":{"bold":true},"insert":"The Queen of Dale"},{"insert":". May add others in time.\nv3.6 - Charismatic Conqueror removed. Too many games where he doesn't produce tokes. Critical on turn 2 or 3 to make sacrifice fodder. Jadar added. Considering Aether Poisoner for defense value.\n\n"},{"attributes":{"background":"transparent","bold":true},"insert":"This bracket 3 deck is a very consistent midrange, tempo deck that focuses on steadily amassing tokens in both number and strength. The theme embodies a military hierarchy: "},{"insert":"\nRecruit legions of tokens (Adeline; Otharri; Anim Pakal; Call the Coppercoats), "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Train them with anthems and buffs (Cathars' Crusade; Divine Visitation; Intangible Virtue), and "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Deploy officers as force multipliers, often supporting the troops from the rear (non-token creatures like Commissar Severina Raine; Neyali; and Myrel)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Caesar himself serves as the ultimate warlord, sacrificing the weak to strengthen his advantage."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Splash of edict for flavor. In Fallout, Caesar's warped philosophy is that forced sacrifice is not only punishment, it’s a forging process. It's the painful act of removing weakness to purify the group. He would say, \"If you cannot sacrifice a few for the survival of many, you are unfit to rule.\""},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"background":"transparent","bold":true},"insert":"Basic Turn Plan"},{"insert":"\nMulligan for lands that can provide at least 2 colors in your opening hand. Ideally you also get a 2-3 mana token generator in your opening hand.\nTurns 1-3: Deploy at least one token maker (e.g., Ophiomancer, Oketra's Monument, etc) to prime the engine. Ideally you also place an anthem effect and cost-reducer on the field.\nTurns 4-7: Cast Caesar and begin generating tokens (10+ tokens by the end of Turn 7), layering anthems (+1/+1 counters, doublestrike, deathtouch, flying), and fielding value engines (Pitiless Plunderer, Warleader's Call). Protect your board. \nTurn 7+: Pivot Caesar to direct damage mode. Use politics to your advantage—politely \"request\" one cooperative opponent to chump-block a prized attacker (e.g., Bone-Carin Butcher; Zurgo Stormrender). If they refuse, they get the full legion and direct damage. If they accept, spread damage around the table where someone \"volunteers\" either Caesar's burn or the token army. The uncooperative person is usually left with the nastiest effect. Lastly, if a player repeatedly refuses to bend to Caesar's will, they will face the full legion: token army swings, combined burn, and drains—often lethal in one stroke.\n\n"},{"attributes":{"bold":true},"insert":"Tuning Notes:"},{"insert":"\nThis deck is extremely consistent. I tested three manabase-to-ramp configurations for this deck and one was the clear winner. Mulligans are very rare (just be sure to have 2 colors available in the starting hand), Caesar is almost always on the field by turn 4 (unless you intentionally delay to get a token generator first). On turn 7 you should consistently have 10+ tokens on the field. If you don't experience much resistance, you will be easily eliminating players around turn 8. You should also be drawing up to 3 cards on your turn.\n\n"},{"attributes":{"link":"https://edhpowerlevel.com","bold":true},"insert":"EDHPowerLevel"},{"insert":": 7.88 / 10\nEfficency: 7.04/10\nImpact: 761.56\nScore: 736/1000\nAvg Playability: 70.9%\n"}]}
Commander
Caesar, Legion's Emperor
Whenever you attack, you may sacrifice another creature. When you do, choose two —
• Create two 1/1 red and white Soldier creature tokens with haste that are tapped and attacking.
• You draw a card and you lose 1 life.
• Caesar deals damage equal to the number of creature tokens you control to target opponent.
• Create two 1/1 red and white Soldier creature tokens with haste that are tapped and attacking.
• You draw a card and you lose 1 life.
• Caesar deals damage equal to the number of creature tokens you control to target opponent.
Legendary Creature - Human Soldier

Commander
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Anthem
Company Commander
Command Section — When this creature enters, create a number of 1/1 white Soldier creature tokens equal to the number of opponents you have.
Bring it Down! — Whenever this creature attacks, creatures you control gain deathtouch until end of turn.
Bring it Down! — Whenever this creature attacks, creatures you control gain deathtouch until end of turn.
Creature - Human Soldier

Kaya, Geist Hunter
+1: Creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on up to one target creature token you control.
−2: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.
−6: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.
−2: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.
−6: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.
Legendary Planeswalker - Kaya

Anthem
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Drain
Kambal, Profiteering Mayor
Whenever one or more tokens your opponents control enter, for each of them, create a tapped token that's a copy of it. This ability triggers only once each turn.
Whenever one or more tokens you control enter, each opponent loses 1 life and you gain 1 life.
Whenever one or more tokens you control enter, each opponent loses 1 life and you gain 1 life.
Legendary Creature - Human Advisor

Drain
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Draw
Commissar Severina Raine
Leading from the Front — Whenever Commissar Severina Raine attacks, each opponent loses X life, where X is the number of other attacking creatures.
Summary Execution — , Sacrifice another creature: You gain 2 life and draw a card.
Summary Execution — , Sacrifice another creature: You gain 2 life and draw a card.
Legendary Creature - Human Soldier

Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer

Zurgo Stormrender
Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
Whenever a creature token you control leaves the battlefield, draw a card if it was attacking. Otherwise, each opponent loses 1 life.
Whenever a creature token you control leaves the battlefield, draw a card if it was attacking. Otherwise, each opponent loses 1 life.
Legendary Creature - Warrior Orc

Draw
(CTRL to add secondary)
Land
Spinerock Knoll
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Land

Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land

Land
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Protection
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Protection
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Ramp
Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact

Ramp
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Removal
Removal
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Tokens
Adeline, Resplendent Cathar
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Legendary Creature - Human Knight

Anim Pakal, Thousandth Moon
Whenever you attack with one or more non-Gnome creatures, put a +1/+1 counter on Anim Pakal, then create X 1/1 colorless Gnome artifact creature tokens that are tapped and attacking, where X is the number of +1/+1 counters on Anim Pakal.
Legendary Creature - Human Soldier

Exalted Sunborn
Flying, lifelink
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
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.)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
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 - Wizard Angel

Lagomos, Hand of Hatred
At the beginning of combat on your turn, create a 2/1 red Elemental creature token with trample and haste. Sacrifice it at the beginning of the next end step.
: Search your library for a card, put it into your hand, then shuffle. Activate only if five or more creatures died this turn.
: Search your library for a card, put it into your hand, then shuffle. Activate only if five or more creatures died this turn.
Legendary Creature - Human Shaman

Myrel, Shield of Argive
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Legendary Creature - Human Soldier

Otharri, Suns' Glory
Flying, lifelink, haste
Whenever Otharri attacks, you get an experience counter. Then create a 2/2 red Rebel creature token that's tapped and attacking for each experience counter you have.
, Tap an untapped Rebel you control: Return this card from your graveyard to the battlefield tapped.
Whenever Otharri attacks, you get an experience counter. Then create a 2/2 red Rebel creature token that's tapped and attacking for each experience counter you have.
, Tap an untapped Rebel you control: Return this card from your graveyard to the battlefield tapped.
Legendary Creature - Phoenix

Rabble Rousing
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Whenever you attack with one or more creatures, create that many 1/1 green and white Citizen creature tokens. Then if you control ten or more creatures, you may play the exiled card without paying its mana cost.
Whenever you attack with one or more creatures, create that many 1/1 green and white Citizen creature tokens. Then if you control ten or more creatures, you may play the exiled card without paying its mana cost.
Enchantment

Will of the Mardu
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
• Will of the Mardu deals damage to target creature equal to the number of creatures you control.
• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
• Will of the Mardu deals damage to target creature equal to the number of creatures you control.
Instant

Tokens
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Maybeboard
Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class

Dollmaker's Shop
Whenever one or more non-Toy creatures you control attack a player, create a 1/1 white Toy artifact creature token.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Endless Foot Assault
Squad (As an additional cost to cast this spell, you may pay any number of times. When this enchantment enters, create that many tokens that are copies of it.)
Whenever you attack, for each opponent, create a 1/1 black Ninja creature token that's tapped and attacking that player.
Whenever you attack, for each opponent, create a 1/1 black Ninja creature token that's tapped and attacking that player.
Enchantment

Gothmog, Morgul Lieutenant
When Gothmog enters, amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Creature tokens you control have deathtouch.
Creature tokens you control have deathtouch.
Legendary Creature - Human Soldier

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"v3 "},{"insert":"- Refocus, pivoting back to fundamentals. Swapped 7 cards for increased land count, ramp, and token generators.\n"},{"attributes":{"bold":true},"insert":"v3.1"},{"insert":" - Tuned mana base. Confirmed v3 is the build that works.\n"},{"attributes":{"bold":true},"insert":"v3.2 "},{"insert":"- Swapped in a strictly better, scaling anthem effects.\n"},{"attributes":{"bold":true},"insert":"v3.3"},{"insert":" - Added more burn and anthem with token multiplier\n"},{"attributes":{"bold":true},"insert":"v3.4.1"},{"insert":" - Two rounds of improved token generator swapouts. v3.4.2 - It was painful, but I swapped a hard to cast edict for a token multiplier. Also swapped in a more flavorful edict for a less powerful anthem.\nv3.5 - The Hobbit has a lot of support for this deck. Started with two obvious choices, "},{"attributes":{"bold":true},"insert":"Belladonna Took"},{"insert":" and "},{"attributes":{"bold":true},"insert":"The Queen of Dale"},{"insert":". May add others in time.\nv3.6 - Charismatic Conqueror removed. Too many games where he doesn't produce tokes. Critical on turn 2 or 3 to make sacrifice fodder. Jadar added. Considering Aether Poisoner for defense value.\n\n"},{"attributes":{"background":"transparent","bold":true},"insert":"This bracket 3 deck is a very consistent midrange, tempo deck that focuses on steadily amassing tokens in both number and strength. The theme embodies a military hierarchy: "},{"insert":"\nRecruit legions of tokens (Adeline; Otharri; Anim Pakal; Call the Coppercoats), "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Train them with anthems and buffs (Cathars' Crusade; Divine Visitation; Intangible Virtue), and "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Deploy officers as force multipliers, often supporting the troops from the rear (non-token creatures like Commissar Severina Raine; Neyali; and Myrel)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Caesar himself serves as the ultimate warlord, sacrificing the weak to strengthen his advantage."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Splash of edict for flavor. In Fallout, Caesar's warped philosophy is that forced sacrifice is not only punishment, it’s a forging process. It's the painful act of removing weakness to purify the group. He would say, \"If you cannot sacrifice a few for the survival of many, you are unfit to rule.\""},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"background":"transparent","bold":true},"insert":"Basic Turn Plan"},{"insert":"\nMulligan for lands that can provide at least 2 colors in your opening hand. Ideally you also get a 2-3 mana token generator in your opening hand.\nTurns 1-3: Deploy at least one token maker (e.g., Ophiomancer, Oketra's Monument, etc) to prime the engine. Ideally you also place an anthem effect and cost-reducer on the field.\nTurns 4-7: Cast Caesar and begin generating tokens (10+ tokens by the end of Turn 7), layering anthems (+1/+1 counters, doublestrike, deathtouch, flying), and fielding value engines (Pitiless Plunderer, Warleader's Call). Protect your board. \nTurn 7+: Pivot Caesar to direct damage mode. Use politics to your advantage—politely \"request\" one cooperative opponent to chump-block a prized attacker (e.g., Bone-Carin Butcher; Zurgo Stormrender). If they refuse, they get the full legion and direct damage. If they accept, spread damage around the table where someone \"volunteers\" either Caesar's burn or the token army. The uncooperative person is usually left with the nastiest effect. Lastly, if a player repeatedly refuses to bend to Caesar's will, they will face the full legion: token army swings, combined burn, and drains—often lethal in one stroke.\n\n"},{"attributes":{"bold":true},"insert":"Tuning Notes:"},{"insert":"\nThis deck is extremely consistent. I tested three manabase-to-ramp configurations for this deck and one was the clear winner. Mulligans are very rare (just be sure to have 2 colors available in the starting hand), Caesar is almost always on the field by turn 4 (unless you intentionally delay to get a token generator first). On turn 7 you should consistently have 10+ tokens on the field. If you don't experience much resistance, you will be easily eliminating players around turn 8. You should also be drawing up to 3 cards on your turn.\n\n"},{"attributes":{"link":"https://edhpowerlevel.com","bold":true},"insert":"EDHPowerLevel"},{"insert":": 7.88 / 10\nEfficency: 7.04/10\nImpact: 761.56\nScore: 736/1000\nAvg Playability: 70.9%\n"}]}


















































































