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Commander
Size: 100Salt sum: 24.28
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907 views9 months ago
Commander
Size: 100Salt sum: 24.28

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Eshki Dragonclaw
Vigilance, trample, ward

At the beginning of combat on your turn, if you've cast both a creature spell and a noncreature spell this turn, draw a card and put two +1/+1 counters on Eshki Dragonclaw.
Legendary Creature - Human Warrior
Eshki Dragonclaw (tdm) 182

Commander

(Ctrl to add secondary)
Almighty Brushwagg
Trample
: This creature gets +3/+3 until end of turn.
Creature - Brushwagg
Almighty Brushwagg (iko) 143
Champion of Lambholt
Creatures with power less than this creature's power can't block creatures you control.
Whenever another creature you control enters, put a +1/+1 counter on this creature.
Creature - Human Warrior
Champion of Lambholt (moc) 293
Fleeting Effigy
Haste
At the beginning of your end step, return this creature to its owner's hand. (Return it only if it's on the battlefield.)
: This creature gets +2/+0 until end of turn.
Creature - Elemental
Fleeting Effigy (tdm) 108
Fogwalker
Skulk (This creature can't be blocked by creatures with greater power.)
When this creature enters, target creature an opponent controls doesn't untap during its controller's next untap step.
Creature - Spirit
Fogwalker (emn) 60
Gnarlwood Dryad
Deathtouch
Delirium — This creature gets +2/+2 as long as there are four or more card types among cards in your graveyard.
Creature - Horror Dryad
Gnarlwood Dryad (emn) 159
Goblin Heelcutter
Whenever this creature attacks, target creature can't block this turn.
Dash
(You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Creature - Goblin Berserker
Goblin Heelcutter (frf) 102
Man-o'-War
When this creature enters, return target creature to its owner's hand.
Creature - Jellyfish
Man-o'-War (ema) 59
Mardu Scout
Dash
(You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Creature - Goblin Scout
Mardu Scout (frf) 108
Nyxborn Rollicker
Bestow
(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Enchanted creature gets +1/+1.
Creature Enchantment - Satyr
Nyxborn Rollicker (bng) 102
Pyroceratops
Trample
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
Creature - Elemental Dinosaur
Pyroceratops (iko) 130
Slither Blade
This creature can't be blocked.
Creature - Rogue Snake
Slither Blade (akh) 71

Creature Synergy

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Commune with Nature
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Sorcery
Commune with Nature (woe) 166
Elven Farsight
Scry 3, then you may reveal the top card of your library. If a creature card is revealed this way, draw a card.
Sorcery
Elven Farsight (ltr) 161
Elvish Visionary
When this creature enters, draw a card.
Creature - Elf Shaman
Elvish Visionary (ori) 175
Jeskai Elder
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card.
Creature - Human Monk
Jeskai Elder (2x2) 53
Jhessian Thief
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever this creature deals combat damage to a player, draw a card.
Creature - Human Rogue
Jhessian Thief (ima) 61
Lead the Stampede
Look at the top five cards of your library. You may reveal any number of creature cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.
Sorcery
Lead the Stampede (iko) 163
Primal Empathy
At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1 counter on a creature you control.
Enchantment
Primal Empathy (ncc) 348
Prophetic Prism
When this artifact enters, draw a card.
,
: Add one mana of any color.
Artifact
Prophetic Prism (woe) 249
Radical Idea
Draw a card.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Instant
Radical Idea (grn) 52
See Beyond
Draw two cards, then shuffle a card from your hand into your library.
Sorcery
See Beyond (pca) 25
Sleight of Hand
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Sorcery
Sleight of Hand (woe) 67
Tandem Lookout
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Tandem Lookout is paired with another creature, each of those creatures has "Whenever this creature deals damage to an opponent, draw a card."
Creature - Human Scout
Tandem Lookout (mm3) 53
Treasure Hunt
Reveal cards from the top of your library until you reveal a nonland card, then put all cards revealed this way into your hand.
Sorcery
Treasure Hunt (wwk) 42
Unlucky Witness
When this creature dies, exile the top two cards of your library. Until your next end step, you may play one of those cards.
Creature - Human Citizen
Unlucky Witness (snc) 128

Draw

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Ash Barrens
: Add
.
Basic landcycling
(
, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Land
Ash Barrens (ncc) 386
Bant Panorama
: Add
.
,
, Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
Land
Bant Panorama (ncc) 387
Cinder Glade
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Mountain Forest
Cinder Glade (ncc) 394
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (eoc) 158
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (ncc) 400
Flooded Grove
: Add
.
,
: Add
,
, or
.
Land
Flooded Grove (ncc) 402
Forest
(
: Add
.)
Basic Land - Forest
Forest (bro) 277
Island
(
: Add
.)
Basic Land - Island
Island (bro) 271
Izzet Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Izzet Guildgate (grn) 252
Littjara Mirrorlake
This land enters tapped.
: Add
.
,
, Sacrifice this land: Create a token that's a copy of target creature you control, except it enters with an additional +1/+1 counter on it. Activate only as a sorcery.
Land
Littjara Mirrorlake (ncc) 412
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (j25) 90
Simic Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Simic Guildgate (m3c) 378
Slagwoods Bridge
This land enters tapped.
Indestructible
: Add
or
.
Artifact Land
Slagwoods Bridge (drc) 171
Swiftwater Cliffs
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Swiftwater Cliffs (blb) 397
Tangled Islet
(
: Add
or
.)
This land enters tapped.
Land - Island Forest
Tangled Islet (dmu) 258
Temple of Mystery
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Mystery (ncc) 434
Thornwood Falls
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Thornwood Falls (fdn) 269
Vivid Grove
This land enters tapped with two charge counters on it.
: Add
.
, Remove a charge counter from this land: Add one mana of any color.
Land
Vivid Grove (ncc) 445

Land

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Arcane Flight
Enchant creature
Enchanted creature gets +1/+1 and has flying.
Enchantment - Aura
Arcane Flight (dom) 43
Assault Strobe
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
Sorcery
Assault Strobe (som) 82
Claim the Firstborn
Gain control of target creature with mana value 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
Sorcery
Claim the Firstborn (sta) 37
Giant Spectacle
Enchant creature
Enchanted creature gets +2/+1 and has menace.
Enchantment - Aura
Giant Spectacle (kld) 116
Hammerhand
Enchant creature
When this Aura enters, target creature can't block this turn.
Enchanted creature gets +1/+1 and has haste.
Enchantment - Aura
Hammerhand (dmu) 129
Maximize Altitude
Target creature gets +1/+1 and gains flying until end of turn.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Sorcery
Maximize Altitude (grn) 43
Mirran Banesplitter
Flash
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+0.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Mirran Banesplitter (mom) 154
Sibling Rivalry
Gain control of target artifact or creature until end of turn. Untap it. It gains haste until end of turn. Create a tapped Powerstone token. (It's an artifact with "
: Add
. This mana can't be spent to cast a nonartifact spell.")
Sorcery
Sibling Rivalry (bro) 152
Vivien's Stampede
Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
At the beginning of the next main phase this turn, draw a card for each player who was dealt combat damage this turn.
Sorcery
Vivien's Stampede (ncc) 65
Wild Ride
Target creature gets +3/+0 and gains haste until end of turn.
Harmonize
(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by
, where X is its power. Then exile this spell.)
Sorcery
Wild Ride (tdm) 132

Non Creature Synergy

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Royal Treatment
Target creature you control gains hexproof until end of turn. Create a Royal Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has ward
.)
Instant
Royal Treatment (woe) 183
Snakeskin Veil
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Snakeskin Veil (khm) 194
Survivors' Bond
Choose one or both —
• Return target Human creature card from your graveyard to your hand.
• Return target non-Human creature card from your graveyard to your hand.
Sorcery
Survivors' Bond (iko) 172
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (ncc) 382

Protection

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Ancestors' Aid
Target creature gets +2/+0 and gains first strike until end of turn.
Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Instant
Ancestors' Aid (lci) 132
Beanstalk Wurm
Reach
Creature - Plant Wurm
Beanstalk Wurm // Plant Beans (woe) 161
Dune Mover
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.
Creature Artifact - Golem Phyrexian
Dune Mover (one) 226
Goobbue Gardener
: Add
.
Creature - Beast Plant
Goobbue Gardener (fin) 188
Prying Blade
Equipped creature gets +1/+0.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Prying Blade (xln) 244
Sami's Curiosity
You gain 2 life. Create a Lander token. (It's an artifact with "
,
, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Sorcery
Sami's Curiosity (eoe) 203
Snapping Voidcraw
Devoid (This card has no color.)
: Add
.
,
: Draw a card.
Creature - Turtle Eldrazi
Snapping Voidcraw (mh3) 204
Sprouting Vines
Search your library for a basic land card, reveal that card, put it into your hand, then shuffle.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Instant
Sprouting Vines (c13) 173
Stormcatch Mentor
Haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Instant and sorcery spells you cast cost
less to cast.
Creature - Wizard Otter
Stormcatch Mentor (blb) 234
Temur Battlecrier
During your turn, spells you cast cost
less to cast for each creature you control with power 4 or greater.
Creature - Orc Ranger
Temur Battlecrier (tdm) 425
Ulvenwald Captive
Defender
: Add
.
: Transform this creature.
Creature - Horror Werewolf
Ulvenwald Captive // Ulvenwald Abomination (emn) 175Ulvenwald Captive // Ulvenwald Abomination (emn) 175
Zookeeper Mechan
: Add
.
: Target creature you control gets +4/+0 until end of turn. Activate only as a sorcery.
Creature Artifact - Robot
Zookeeper Mechan (eoe) 170

Ramp

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Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (ncc) 282
Bushwhack
Choose one —
• Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
• Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Bushwhack (fdn) 215
Chain Lightning
Chain Lightning deals 3 damage to any target. Then that player or that permanent's controller may pay
. If the player does, they may copy this spell and may choose a new target for that copy.
Sorcery
Chain Lightning (bbd) 171
Embereth Shieldbreaker
Creature - Human Knight
Embereth Shieldbreaker // Battle Display (eld) 122
Firebolt
Firebolt deals 2 damage to any target.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Firebolt (mh1) 122
Flamespeaker's Will
Enchant creature you control
Enchanted creature gets +1/+1.
Whenever enchanted creature deals combat damage to a player, you may sacrifice this Aura. If you do, destroy target artifact.
Enchantment - Aura
Flamespeaker's Will (jou) 95
Go for Blood
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Cycling
(
, Discard this card: Draw a card.)
Sorcery
Go for Blood (iko) 122
Hubris
Return target creature and all Auras attached to it to their owners' hands.
Instant
Hubris (jou) 41
Magma Spray
Magma Spray deals 2 damage to target creature. If that creature would die this turn, exile it instead.
Instant
Magma Spray (akh) 141
Mystic Subdual
Flash
Enchant creature
Enchanted creature gets -2/-0 and loses all abilities. (Mutating onto the creature won't give it new abilities. It can gain abilities in other ways.)
Enchantment - Aura
Mystic Subdual (iko) 57
Pillar of Flame
Pillar of Flame deals 2 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
Sorcery
Pillar of Flame (ima) 141
Prey Upon
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Prey Upon (emn) 166
Undergrowth Leopard
Vigilance
, Sacrifice this creature: Destroy target artifact or enchantment.
Creature - Cat
Undergrowth Leopard (tdm) 165

Removal

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
19 pips - 19 cards
19 mana - 17 cards
0 pips - 0 cards
0 mana - 5 cards
27 pips - 25 cards
16 mana - 16 cards
27 pips - 24 cards
27 mana - 24 cards
0 pips - 0 cards
8 mana - 6 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"\nI. Commander Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Eshki Dragonclaw (1 G U R; Legendary Creature — Human Warrior) grants vigilance & trample and ward {1}. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At the beginning of combat on your turn, if you’ve cast "},{"attributes":{"bold":true},"insert":"both"},{"insert":" a creature spell and a noncreature spell this turn, draw a card "},{"attributes":{"italic":true},"insert":"and"},{"insert":" put two +1/+1 counters on Eshki."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"What this means: Eshki demands an interplay of creatures + noncreatures each turn to generate value (card draw + counters) and then uses those counters + combat stats to press advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Implications for play"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You’ll want to ensure you are able to cast at least one creature and one noncreature each turn (when possible) so that Eshki triggers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The growth on Eshki (via +1/+1 counters) means she becomes a significant stompy threat—vigilance + trample makes her a strong attacker and partly a blocker."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Because of the noncreature requirement, your deck can lean into relevant noncreature spells (ramp, removal, auras/equipment, buffs) while still being creature-centric."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"As a “stompy” build (focused on efficient creatures, aggression, board presence) you’ll generally be pushing board development rather than purely comboing off."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"II. Core Strategies"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Here are the main ways you’ll want to play this deck and what to focus on turn to turn:\n\nA. Early game: setting up"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Ramp early: play mana accelerants (ramp spells, creatures) to ensure you hit your curve and enable casting both creature and noncreature spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Drop a creature early so you’re positioned to make the Eshki trigger later; hold or plan a noncreature for the same turn if feasible."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use cheap noncreature spells (removal, counters, draw) to keep threats in check and maintain tempo."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use Eshki not necessarily as the first drop but once you’ve got the setup to maximise her trigger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"B. Mid game: exploiting Eshki’s ability + board pressure"},{"attributes":{"header":3},"insert":"\n"},{"insert":"On a turn where you cast a creature and a noncreature, attack with Eshki (and other creatures). Drawing a card plus adding +1/+1 counters means you both gain resource advantage and a growing threat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use your creatures to maintain board presence; use noncreatures to remove opponent threats or boost your creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Once Eshki has multiple +1/+1 counters, she becomes a major threat: vigilance means she can both attack and still serve as blocker, trample lets her push through."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Don’t neglect your other creatures—this is a token or creature-army style as well: you want multiple threats, not just the commander."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"C. Late game / closing out"},{"attributes":{"header":3},"insert":"\n"},{"insert":"With Eshki big, and possibly multiple creatures on board, you can shift into full-attack mode. Utilise trample to push damage even through blockers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use noncreature spells that entrench your lead (e.g., board buffs, extra attack phases, global removal) to keep the path clear."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you’ve drawn extra cards via Eshki and others, you can keep replenishing threats."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Look for “finisher” type plays: e.g., swinging with big creatures and Eshki, using global buffs or extra combat to end the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"D. Meta awareness and tuning for multiplayer commander"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As a multiplayer game, balance aggression with not become target #1 too early: sometimes play safely until you are ready to swing for big."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Board wipes from opponents can hit you hard—include some protection, recursion, or resilience."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use your noncreature spells smartly: removal or interaction should target the strongest threats, and your ramp/utility should put you ahead of the curve."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Keep track of how your board presence looks: you want to threaten, but not overextend without ways to recover."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"III. Win Conditions"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Aggro/minor-voltron"},{"insert":": With Eshki accumulating +1/+1 counters each turn when you trigger her, she can become the central threat that wins the game via large attacks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Creature swarm / stompy"},{"insert":": Use efficient creatures to flood the board and pressure opponents. Your noncreature spells support this army (buffs, anthem effects, etc.)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Resource advantage"},{"insert":": The card-draw from Eshki triggers gives you more cards than opponents, which means more threats and more wins in the longer game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Breaking the board open"},{"insert":": At some point you can use large board buffs, extra combat steps, or overwhelm with trample and big creatures to finish off opponents."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"IV. Key Tips & Synergy Highlights"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Prioritise casting both a creature and noncreature each turn when possible; if you just drop a creature and pass, you miss the Eshki trigger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Because Eshki triggers at "},{"attributes":{"bold":true},"insert":"beginning of combat"},{"insert":", you can cast your creature and noncreature early in your turn, then at combat you draw + counters and then swing with boosted Eshki."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Vigilance on Eshki means she can attack and still block—a big advantage given multiplayer politics and board threats."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use noncreature spells proactively: good removal or utility spells free you to keep pushing rather than just reacting."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Keep pressure up: even while building value, you should still apply some threat so opponents must respect you."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Protect your board: stompy decks sometimes get wiped out by mass removal—include ways to recover (re-animate, recursion, protection)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Be mindful of color-fixing: Temur (G U R) means you need reliable ramp, dual lands, and mana base that supports three colors. Poor mana can hold you back."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Since your deck cost is low (~US$50 on Archidekt) and you are in budget mode, identify which upgrades give biggest bang-for-buck and upgrade gradually."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"V. Upgrade Recommendations"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Here are some cards or themes you might look to upgrade in the future to enhance this deck. You can pick and choose based on budget.\n\nA. Ramp & mana base"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Better dual/tri-lands: e.g., “shock” duals (where allowed), “triomes,” fetches or better color-fixing lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Faster ramp spells and mana rocks: if you currently have low-cost ramp, upgrade to more efficient versions (e.g., ramp creatures, signets, etc.)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Utility lands that help your game plan (e.g., lands that give buffs, extra card draw, or can be used offensively)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"B. Big threats / creatures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Higher-impact creatures with strong abilities: for example ones that enter the battlefield with value, have trample or get counters, or synergise with your +1/+1 counter theme."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Creatures that synergise with counters or buffing: even though your deck may not fully lean into +1/+1 counter theme, any upgrades here bolster Eshki’s growth mechanic."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"C. Noncreature support spells"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Better removal or interaction: board wipes, selective removal, counterspells (for blue), or targeted removal that helps you maintain board dominance."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Global buffs or anthem effects: enchantments or artifacts that buff all your creatures or provide benefit to creature attacks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Extra combat steps / ways to give trample / give haste / give vigilance to capitalise on your big board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"D. Synergy upgrades / theme refinements"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Consider pushing a more formal "},{"attributes":{"bold":true},"insert":"+1/+1 counters"},{"insert":" subtheme: e.g., cards that distribute counters, proliferate, grant abilities for counters—so Eshki’s counters become more central."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Consider support for “voltron” style (making Eshki the main threat) vs “swarm” style: pick upgrades that support whichever direction you prefer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you want more card draw, include stronger draw engines suited to Temur colours (creatures with draw triggers, spells that dig, etc.)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"E. Sample upgrades (card names)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A higher-tier anthem effect like Rhythm of the Wild (good in Temur stompy)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A higher value creature such as Questing Druid or other strong enters-battlefield creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A stronger mana base land like Breeding Pool or Stomping Ground if you don’t already have them."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A premium ramp rock or signet if you are still on budget versions."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A flexible removal/card-advantage spell such as Chaos Warp or Beast Within or a board-wipe better suited to your meta."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"VI. Final Thoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Taking this deck into your playgroup, keep a few awareness points in mind:\n\nKnow when to shift from building to attacking: once Eshki is big, you should look for your “closing window”."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Avoid over-extending into wipes; if opponents are likely to board wipe, hold back or plan a recovery."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use your board presence and card advantage to dictate tempo: make opponents respond to you rather than vice versa."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Given you are playing budget, don’t feel pressured to upgrade everything at once—incremental upgrades will have big impact."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Because your favourite plane is Ravnica and you appreciate lore & variety, you might also consider flavour/upgrades that tie into temur themes (dragons, clans, temur wilds) for fun thematic flavour even while staying competitive."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
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