mrhdnrx88
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Commander
Size: 100Salt sum: 40.25
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Commander
Commander
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Burn
Burn
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Creature
Creature
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Draw
Ashling, Flame Dancer
You don't lose unspent red mana as steps and phases end.
Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling deals 2 damage to each opponent and each creature they control. If it's the third time, add .
Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling deals 2 damage to each opponent and each creature they control. If it's the third time, add .
Legendary Creature - Elemental Shaman

Clive, Ifrit's Dominant
When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)
, : Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
, : Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Human Warrior Noble


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
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Enchantment
Death to Our Enemies
Whenever you cast a noncreature spell, create a tapped Treasure token and put a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, it deals 7 damage divided as you choose among one or two targets.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, it deals 7 damage divided as you choose among one or two targets.
Enchantment - Plan

Enchantment
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Instant
Instant
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Land
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Protection
Protection
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Ramp
Jaya Ballard
+1: Add . Spend this mana only to cast instant or sorcery spells.
+1: Discard up to three cards, then draw that many cards.
−8: You get an emblem with "You may cast instant and sorcery spells from your graveyard. If a spell cast this way would be put into your graveyard, exile it instead."
+1: Discard up to three cards, then draw that many cards.
−8: You get an emblem with "You may cast instant and sorcery spells from your graveyard. If a spell cast this way would be put into your graveyard, exile it instead."
Legendary Planeswalker - Jaya

Urabrask
First strike
Whenever you cast an instant or sorcery spell, Urabrask deals 1 damage to target opponent. Add .
: Exile Urabrask, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if you've cast three or more instant and/or sorcery spells this turn.
Whenever you cast an instant or sorcery spell, Urabrask deals 1 damage to target opponent. Add .
: Exile Urabrask, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if you've cast three or more instant and/or sorcery spells this turn.
Legendary Creature - Praetor Phyrexian


Ramp
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Recursion
Mizzix's Mastery
Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Recursion
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Removal
Call Forth the Tempest
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.)
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Sorcery

Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Wild Magic Surge
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Instant

Removal
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Sorcery
Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Sorcery
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Tokens
Tokens
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Tutor
Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"🔋 The Commander: Electro, Assaulting Battery"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Archetype:"},{"insert":" Big Mana / Burn / Storm "},{"attributes":{"bold":true},"insert":"The Vibe:"},{"insert":" Unstable Energy.\nWhile Electro leads the charge, the deck functions as a massive capacitor. You spend the early game charging up (ramping), and the late game discharging that energy in a single, table-wiping blast. Unlike traditional goblin or aggro decks, this deck plays like a combo deck: survive, amass resources, and then explode.\n\n🚀 The Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Phase 1: Charge the Battery (Ramp & Rituals)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck is hungry for mana. You aren't just playing a land per turn; you are looking for explosive mana generation to power out X-spells.\n"},{"attributes":{"bold":true},"insert":"The Generators:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Neheb, the Eternal"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Treasonous Ogre"},{"insert":" are the MVPs. Neheb turns pre-combat damage into post-combat mana, allowing for massive second main phases. The Ogre lets you trade life for mana directly—do not be afraid to drop to 10 life if it lets you cast a game-winning "},{"attributes":{"italic":true},"insert":"Crackle with Power"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Rituals:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Jeska's Will"},{"insert":", "},{"attributes":{"italic":true},"insert":"Mana Vault"},{"insert":", and "},{"attributes":{"italic":true},"insert":"Braid of Fire"},{"insert":" provide the bursts of mana needed to storm off."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Doublers:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Doubling Cube"},{"insert":" is your late-game nuke button. If you float 10 mana and double it to 20, the game usually ends immediately."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nPhase 2: The Spark (Card Velocity)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Red thrives on \"Impulse Draw\" (exiling cards to play them) and looting. You need to dig deep to find your finishers.\n"},{"attributes":{"bold":true},"insert":"The Engine:"},{"insert":" "},{"attributes":{"italic":true},"insert":"The One Ring"},{"insert":" is your primary card advantage engine. The protection it offers usually buys you the one turn you need to untap and win."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Dig:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Valakut Awakening"},{"insert":", "},{"attributes":{"italic":true},"insert":"Wheel of Fortune"},{"insert":", and "},{"attributes":{"italic":true},"insert":"Unexpected Windfall"},{"insert":" let you cycle through dead cards (like excess lands) to find gas."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Graveyard Value:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Underworld Breach"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Backdraft Hellkite"},{"insert":" turn your graveyard into a second hand, allowing you to recast your high-impact spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nPhase 3: Total Discharge (Win Conditions)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Once the battery is full, you unleash the finishers.\n"},{"attributes":{"bold":true},"insert":"The X-Spells:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Crackle with Power"},{"insert":", "},{"attributes":{"italic":true},"insert":"Banefire"},{"insert":", and "},{"attributes":{"italic":true},"insert":"Jaya's Immolating Inferno"},{"insert":". With damage doublers on the board, "},{"attributes":{"italic":true},"insert":"Crackle"},{"insert":" where X=3 or X=4 is often lethal to the entire table."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Multipliers:"},{"insert":" "},{"attributes":{"italic":true},"insert":"City on Fire"},{"insert":" (Triple damage), "},{"attributes":{"italic":true},"insert":"Twinflame Tyrant"},{"insert":" (Double damage), and "},{"attributes":{"italic":true},"insert":"Torbran, Thane of Red Fell"},{"insert":" ensure that even small spells hit like trucks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Combat Finish:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Ancient Copper Dragon"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Drakuseth, Maw of Flames"},{"insert":" provide air superiority. If the Dragon connects and you roll high, the treasure generation essentially wins you the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n🌌 The Multiverse Stars (Flavor & Power)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck runs a suite of \"Universes Beyond\" style cards that fit perfectly into the mechanical identity of \"Disaster Red.\"\n"},{"attributes":{"bold":true},"insert":"The Summons (Final Fantasy):"},{"insert":" "},{"attributes":{"italic":true},"insert":"Clive, Ifrit's Dominant"},{"insert":", "},{"attributes":{"italic":true},"insert":"Summon: G.F. Ifrit"},{"insert":", and "},{"attributes":{"italic":true},"insert":"Summon: G.F. Cerberus"},{"insert":" likely act as massive board controls or damage outlets, clearing the way for Electro."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Avatar Connection:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Sozin's Comet"},{"insert":" acts as the ultimate flavor win-con—likely boosting your fire spells to cataclysmic levels. "},{"attributes":{"italic":true},"insert":"Fire Nation Palace"},{"insert":" serves as your command center."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Marvel Tech:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Spider-Punk"},{"insert":" brings the chaotic, anarchic energy that red loves, providing disruption or card advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n🔧 Key Synergies"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The \"Copy\" Package"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Why cast a spell once when you can cast it twice?\n"},{"attributes":{"bold":true},"insert":"Storm-Kiln Artist + Spells:"},{"insert":" Every instant/sorcery creates a Treasure. If you chain this with "},{"attributes":{"italic":true},"insert":"Jeska's Will"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Seize the Spoils"},{"insert":", you effectively generate mana while drawing cards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Twinflame & Dualcaster Mage:"},{"insert":" While primarily value pieces here, keep an eye out for infinite combo lines if you play "},{"attributes":{"italic":true},"insert":"Dualcaster Mage"},{"insert":" in response to "},{"attributes":{"italic":true},"insert":"Twinflame"},{"insert":" (targeting a creature you control)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Charmbreaker Devils:"},{"insert":" Rebuys your best spell every upkeep. Getting back a "},{"attributes":{"italic":true},"insert":"Jeska's Will"},{"insert":" every turn is disgusting value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The \"Don't Touch Me\" Suite"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Deflecting Swat & Tibalt's Trickery:"},{"insert":" Essential stack interaction. People often assume Mono-Red can't stop a counterspell or a combo piece—prove them wrong."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Blood Moon:"},{"insert":" The ultimate equalizer. Punishes greedy multi-color mana bases while your 21 Mountains work just fine."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n✋ Opening Hand Guide"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Keep:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"3 Lands"},{"insert":" (or 2 Lands + "},{"attributes":{"italic":true},"insert":"Sol Ring"},{"insert":"/"},{"attributes":{"italic":true},"insert":"Mana Vault"},{"insert":")."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Card Draw:"},{"insert":" "},{"attributes":{"italic":true},"insert":"The One Ring"},{"insert":", "},{"attributes":{"italic":true},"insert":"Wheel of Fortune"},{"insert":", or "},{"attributes":{"italic":true},"insert":"Big Score"},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp:"},{"insert":" You need to be ahead of the curve."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mulligan:"},{"insert":"\nHands with "},{"attributes":{"italic":true},"insert":"Apex of Power"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Crackle with Power"},{"insert":" but no ramp. These are dead cards until turn 8 without acceleration."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands with 5+ lands. You will flood out."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands with no red mana sources (relying only on colorless rocks is risky)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n💡 Final Tip"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Math is for Blockers."},{"insert":" When calculating damage with "},{"attributes":{"italic":true},"insert":"City on Fire"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Twinflame Tyrant"},{"insert":", remember the order of operations usually favors the active player (you). Apply the multipliers to maximize pain. If you cast a 5-damage spell:\nDouble it (10) -> Triple it (30)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Result:"},{"insert":" One dead opponent."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}










































































