EveHero
1.7k views4 days ago
Commander
Size: 100Salt sum: 49.43
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":{"image":"https://i.imgur.com/9Voa5ab.jpeg"}},{"insert":"\nhttps://imgur.com/a/oG53nKE\n\nproud of this commander. \navoids the clunky wording of the old Eve versions, feels more like a pedestal for "},{"insert":{"card-link":"Sunforger"}},{"insert":" than a one-up on it, still combos off very nicely.\nlet's get right into it\n\n\nThe Combo"},{"attributes":{"header":1},"insert":"\n"},{"insert":"this deck aims to win turn 4 or 5, primarily by looping extra combats.\nthis is done by playing "},{"attributes":{"bold":true},"insert":"Eve, Inextinguishable Hope "},{"insert":" to get a "},{"insert":{"card-link":"Sunforger"}},{"insert":", getting another one either by playing the card itself or "},{"insert":{"card-link":"Masterwork of Ingenuity"}},{"insert":", or by flickering eve, then hitting with "},{"insert":{"card-link":"Sword of Feast and Famine"}},{"insert":" / "},{"insert":{"card-link":"The Reaver Cleaver"}},{"insert":" to make enough money to sunforge "},{"insert":{"card-link":"Great Train Heist"}},{"insert":" for an extra combat and then "},{"insert":{"card-link":"Inventory Management"}},{"insert":" / "},{"insert":{"card-link":"Battlefield Improvisation"}},{"insert":" to re-equip all sunforgers, activating "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":" / "},{"insert":{"card-link":"Tomb Trawler"}},{"insert":" twice to get GTH and IM/BI back from the graveyard into the library, then doing it all again and again until everyone is dead :)\n\nthere's also the option of "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" "},{"insert":{"card-link":"Reiterate"}},{"insert":" "},{"insert":{"card-link":"Boros Charm"}},{"insert":" to burn the table out. sunforger has no way to tutor j-will and also an opponent needs to have 7+ cards in hand for it to work, but all three component cards are worth including on their own which does make it an option. basically, if you get j-will or "},{"insert":{"card-link":"Gamble"}},{"insert":" in your starting hand, aim for it. you can always fall back on the main combo\n\n\n\nThe Cards"},{"attributes":{"header":1},"insert":"\n"},{"insert":"⚒ = sunforgeable\n\nExtra Combat"},{"attributes":{"header":3},"insert":"\n"},{"insert":"i'm really sad savage beating isn't one fewer mana >-< this is the only piece in the deck without redundancy. though i suppose the redundancy is just beating your friends to death at a normal pace\n -- "},{"insert":{"card-link":"Great Train Heist"}},{"insert":" ⚒ the first mode is obviously the reason we're here. the first strike mode can sometimes give you the leeway to fit boros charm for dou ble strike into your combo turn. and i've extremely rarely found the third mode to be useful. not never, but extremely rarely \n\nReloaders"},{"attributes":{"header":3},"insert":"\n"},{"insert":"equipping at instant speed is necessary for the combo, and dodging equip costs obviously also helps\n -- "},{"insert":{"card-link":"Inventory Management"}},{"insert":" ⚒ has split second and doesn't target, letting it work through protection from red/white\n -- "},{"insert":{"card-link":"Battlefield Improvisation"}},{"insert":" ⚒ is only usable during combat, but also buffs damage and therefore Reaver Cleaver output\n -- "},{"insert":{"card-link":"Ardenn, Intrepid Archaeologist"}},{"insert":" works the turn he comes down unlike brass squire and codsworth, and reloads all your equipment instead of just one, for free unlike inventory management and battlefield improv, and works at instant speed unlike puresteel and fervent champion. truly the goat\n -- "},{"insert":{"card-link":"Armory Automaton"}},{"insert":" not as good as ardenn since you can't play it and go straight to attacking with everything freshly equipped unless you give it haste, but you can play it to get a sunforger on and then final fortune right away, so basically as good\n -- "},{"insert":{"card-link":"Forge Anew"}},{"insert":" only works during your turn, but that's when this deck wins anyway, and also comes with recursion and a freequip per turn. money.\n -- "},{"insert":{"card-link":"Leonin Shikari"}},{"insert":" comes without forge anew's bells and whistles, but works on anyone's turn, making it a great piece for defense/control (ie a great piece for cowards)\n\nthe following two can't be used for the final combo since they don't equip at instant speed, but they're still useful as hell\n -- "},{"insert":{"card-link":"Puresteel Paladin"}},{"insert":" needs three artifacts to work but that's basically always online in this deck, and also comes with something called \"card draw\" which i've never heard of before but hey is probably good\n -- "},{"insert":{"card-link":"Fervent Champion"}},{"insert":" can start swinging sword of the animist turn 2 on curve or even turn 1 with a good hand, equips all relevant equipments for free, has first strike so you can hit with SoFaF/RC to make enough money to sunforge boros charm in between damage steps for double strike, then hit 2nd strike and keep going a turn earlier than you might otherwise be able to\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Recursion Engines"},{"attributes":{"header":3},"insert":"\n"},{"insert":"these are necessary to loop reload spells and extra combats\n -- "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":" suffers from old card design a bit in that it needs two white permanents to come online, but can be played for free as land for turn, sunforged for via tithe, and flashed in if need be (as second land per turn even) with atarka's command\n -- "},{"insert":{"card-link":"Tomb Trawler"}},{"insert":" costs two more to play than mistveil, but doesn't require white permanents or colored mana, doesn't enter tapped, and can hold equipment, attack, and block. can be sunforged for via eladamri's call and/or flashed in with scout's warning\n\nMoney Sticks"},{"attributes":{"header":3},"insert":"\n"},{"insert":"the basic loop requires 11 mana per combat (5 for train heist, 2 for management/improv, and 4 for two mistveil/trawler activations)\nthe main thing to keep in mind with these is really that SoFaF works with both mistveil and tomb trawler, but RC only works with trawler\n -- "},{"insert":{"card-link":"Sword of Feast and Famine"}},{"insert":" makes you unblockable by green and black, and untaps lands including mistveil. since mistveil needs to be tapped twice per combat to tuck both GTH and your reload spell of choice, double strike is usually also necessary\n -- "},{"insert":{"card-link":"The Reaver Cleaver"}},{"insert":" costs 1 more to equip and notably does not untap mistveil like SoFaF does, but still gives some evasion through trample, and surpasses SoFaF in money per swing very quickly, usually if you have 2 or more sunforgers and the +2 from battlefield improv you don't even need double strike to clean up. and since money per swing isn't tied to land count and therefore to turn count, this is in theory your more turbo-ey option. fucks real hard when combined with colossus hammer\n \nthese next two are for ramping early game rather than sweeping up \n -- "},{"insert":{"card-link":"Sword of the Animist"}},{"insert":" yeah land ramp is good actually\n -- "},{"insert":{"card-link":"Bitterthorn, Nissa's Animus"}},{"insert":" does everything its sister does and also swings itself!\n\nEvasion"},{"attributes":{"header":3},"insert":"\n"},{"insert":" -- "},{"insert":{"card-link":"Courageous Resolve"}},{"insert":" ⚒ the bread and butter evasion option for most games. also cantrips\n -- "},{"insert":{"card-link":"Untimely Malfunction"}},{"insert":" ⚒ good multipurpose spell that also happens to have a limited evasion option. can be good to use when attacking on your second to last turn so you don't have to use courageous resolve before you need to\n -- "},{"insert":{"card-link":"Run for Your Life"}},{"insert":" ⚒ limited evasion, but also gives haste, which really hits the spot after a nice flicker\n -- "},{"insert":{"card-link":"Brotherhood Regalia"}},{"insert":" this can be preplayed without sunforging, so probably best to use over the previous three if you can. also ward 2 ain't nothin\n\nExtra Turns"},{"attributes":{"header":3},"insert":"\n"},{"insert":"untap all your stuff, do away with summoning sickness, draw a card, get an extra combat, and more - all with no downsides!* sign up today!\n -- "},{"insert":{"card-link":"Final Fortune"}},{"insert":" ⚒ the original gangsta. probs my favorite card in the game along with sunforger, just for the pure audacity\n -- "},{"insert":{"card-link":"Chance for Glory"}},{"insert":" ⚒ also makes your creatures indestructible (forever, not just until end of turn)\n -- "},{"insert":{"card-link":"Angel's Grace"}},{"insert":" ⚒ the no downsides thing was for real - you have this on tap. jamming final fortune as soon as eve gets a hammer in her hand is often the play\n\nFlicker"},{"attributes":{"header":3},"insert":"\n"},{"insert":"because every eve etb gives you another sunforger token, blink spells are extremely good. most of the deck's equipment tutors can also be double-dipped with these, not to mention their defensive utility. also sigarda's aid exists and makes eve's sunforgers enter chambered and cocked. i didn't even realize it wasn't in the deck until just now lol\n -- "},{"insert":{"card-link":"Ephemerate"}},{"insert":" ⚒ has rebound, which unfortunately does not work when sunforged (cast from library), but when cast from hand means you probably just want for nothing ever again\n -- "},{"insert":{"card-link":"Scrollshift"}},{"insert":" ⚒ hits artifacts and enchantments too, and also cantrips. bear in mind that this cannot protect sunforger tokens because they are tokens and will disappear as soon as they leave the battlefield. if someone targets a sunforger with removal, let them, and just flicker eve to get a new one\n -- "},{"insert":{"card-link":"Sword of Hearth and Home"}},{"insert":" haven't actually tested this one yet, but it's proven itself to me in my cloud deck, and since eve herself has such an important etb i have no doubt it'd pull weight here\n\nTutor"},{"attributes":{"header":3},"insert":"\n"},{"insert":"sunforger itself is a tutor of course, but it can find a number of other ones to chain into most things you might need\n -- "},{"insert":{"card-link":"Eladamri's Call"}},{"insert":" ⚒ tutors creatures straight to hand with no extra steps. primarily used to get ardenn or tomb trawler, or cloud/stoneforge in a pinch. this is probably the best card given by Eve's rulebreaker cause because it makes the deck SO much less reliant on enlightened tutor, which can otherwise be a single point of failure\n -- "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" ⚒ hits artifacts and enchantments, but needs to be cantripped / extra turned / etc afterward to get them to hand (note that sunforging shuffles your deck, so keep syntax in mind when sunforging both ET and a cantrip to draw off it. either multiple sunforgers or an instant-speed equip enabler like leonin shikari or forge anew is necessary)\n -- "},{"insert":{"card-link":"Tithe"}},{"insert":" ⚒ most notably gets mistveil, but lands in general are nice to have (don't tell my ral deck i said that)\nwith these options combined, the only things sunforger can't tutor for are sorceries and non-plains lands. and like, weirdo shit like battles and planeswalkers\n\nequipment tutors are also like, useful... and stuff. \n -- "},{"insert":{"card-link":"Cloud, Midgar Mercenary"}},{"insert":"'s ability unfortunately does not work with sunforger, since it's no longer equipped to him by the time its ability activates, but he's still a beast with RC or animist/bitterthorn\n -- "},{"insert":{"card-link":"Stoneforge Mystic"}},{"insert":" can tap to play most of the equipment in the deck at a discount, which is sweet\n -- "},{"insert":{"card-link":"Kellan, the Fae-Blooded // Birthright Boon"}},{"insert":" like spirit guide - rarely if ever played as a creature, but the option is there\n -- "},{"insert":{"card-link":"Steelshaper's Gift"}},{"insert":" 1 mana! hellyeah\n -- "},{"insert":{"card-link":"Fighter Class"}},{"insert":" level 2 is 5 total mana, but ends up being useful enough to warrant in about half the games it appears in\n -- "},{"insert":{"card-link":"Forging the Tyrite Sword"}},{"insert":" slow, but that doesn't matter since we're taking extra turns every game, and comes with two treasures, which often end up meaning you start taking those extra turns earlier\n\nOthers"},{"attributes":{"header":3},"insert":"\n"},{"insert":" -- "},{"insert":{"card-link":"Manamorphose"}},{"insert":" ⚒ great for mana fixing in a deck that can have such weird mana requirements, and also cantrips! \n -- "},{"insert":{"card-link":"Seething Song"}},{"insert":" ⚒ 5 red for RW ain't nothin. especially with manamorphose, big score/unexpected windfall, rugged prairie/sunscorched divide, springleaf drum, etc to turn red back to white and keep sunforging. also enables j-will reiterate with only 1RRWW, two equipped sunforgers, and j-will in hand, which isn't gamebreaking or anything but can come up\n"}]}
Combo
Great Train Heist
Spree (Choose one or more additional costs.)
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Instant

Combo
(CTRL to add secondary)
Land
Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary 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
(CTRL to add secondary)
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

Bilbo's Gambit
Gift a Treasure (You may promise an opponent a gift as you cast this spell. If you do, they create a Treasure token before its other effects. It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn.
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn.
Instant

Courageous Resolve
Up to one target creature you control gains protection from each of your opponents until end of turn. Draw a card. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything controlled by those players.)
Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn.
Fateful hour — If you have 5 or less life, you can't lose life this turn, you can't lose the game this turn, and your opponents can't win the game this turn.
Instant

Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Ranger-Captain of Eos
When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Creature - Human Soldier Ranger

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
(CTRL to add secondary)
Ramp
Bitterthorn, Nissa's Animus
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
Legendary Artifact - Equipment

Forge Anew
When this enchantment enters, return target Equipment card from your graveyard to the battlefield.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
Enchantment

Sword of Hearth and Home
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Artifact - Equipment

Ramp
(CTRL to add secondary)
Tutor
Cloud, Midgar Mercenary
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
Legendary Creature - Human Soldier Mercenary

Fighter Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Enchantment - Class

Forging the Tyrite Sword
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a Treasure token.
III — Search your library for a card named Halvar, God of Battle or an Equipment card, reveal it, put it into your hand, then shuffle.
I, II — Create a Treasure token.
III — Search your library for a card named Halvar, God of Battle or an Equipment card, reveal it, put it into your hand, then shuffle.
Enchantment - Saga

Tutor
(CTRL to add secondary)
Maybeboard
Armored Skyhunter
Flying
Whenever this creature attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
Whenever this creature attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
Creature - Knight Cat

Ragavan, Nimble Pilferer
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
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.)
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.)
Legendary Creature - Pirate Monkey

Restoration Magic
Tiered (Choose one additional cost.)
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant

Tezzeret, Cruel Captain
Whenever an artifact you control enters, put a loyalty counter on Tezzeret.
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
Legendary Planeswalker - Tezzeret

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

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

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

Maybeboard
(CTRL to add secondary)
Tokens & Extras
Tokens & Extras
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":{"image":"https://i.imgur.com/9Voa5ab.jpeg"}},{"insert":"\nhttps://imgur.com/a/oG53nKE\n\nproud of this commander. \navoids the clunky wording of the old Eve versions, feels more like a pedestal for "},{"insert":{"card-link":"Sunforger"}},{"insert":" than a one-up on it, still combos off very nicely.\nlet's get right into it\n\n\nThe Combo"},{"attributes":{"header":1},"insert":"\n"},{"insert":"this deck aims to win turn 4 or 5, primarily by looping extra combats.\nthis is done by playing "},{"attributes":{"bold":true},"insert":"Eve, Inextinguishable Hope "},{"insert":" to get a "},{"insert":{"card-link":"Sunforger"}},{"insert":", getting another one either by playing the card itself or "},{"insert":{"card-link":"Masterwork of Ingenuity"}},{"insert":", or by flickering eve, then hitting with "},{"insert":{"card-link":"Sword of Feast and Famine"}},{"insert":" / "},{"insert":{"card-link":"The Reaver Cleaver"}},{"insert":" to make enough money to sunforge "},{"insert":{"card-link":"Great Train Heist"}},{"insert":" for an extra combat and then "},{"insert":{"card-link":"Inventory Management"}},{"insert":" / "},{"insert":{"card-link":"Battlefield Improvisation"}},{"insert":" to re-equip all sunforgers, activating "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":" / "},{"insert":{"card-link":"Tomb Trawler"}},{"insert":" twice to get GTH and IM/BI back from the graveyard into the library, then doing it all again and again until everyone is dead :)\n\nthere's also the option of "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" "},{"insert":{"card-link":"Reiterate"}},{"insert":" "},{"insert":{"card-link":"Boros Charm"}},{"insert":" to burn the table out. sunforger has no way to tutor j-will and also an opponent needs to have 7+ cards in hand for it to work, but all three component cards are worth including on their own which does make it an option. basically, if you get j-will or "},{"insert":{"card-link":"Gamble"}},{"insert":" in your starting hand, aim for it. you can always fall back on the main combo\n\n\n\nThe Cards"},{"attributes":{"header":1},"insert":"\n"},{"insert":"⚒ = sunforgeable\n\nExtra Combat"},{"attributes":{"header":3},"insert":"\n"},{"insert":"i'm really sad savage beating isn't one fewer mana >-< this is the only piece in the deck without redundancy. though i suppose the redundancy is just beating your friends to death at a normal pace\n -- "},{"insert":{"card-link":"Great Train Heist"}},{"insert":" ⚒ the first mode is obviously the reason we're here. the first strike mode can sometimes give you the leeway to fit boros charm for dou ble strike into your combo turn. and i've extremely rarely found the third mode to be useful. not never, but extremely rarely \n\nReloaders"},{"attributes":{"header":3},"insert":"\n"},{"insert":"equipping at instant speed is necessary for the combo, and dodging equip costs obviously also helps\n -- "},{"insert":{"card-link":"Inventory Management"}},{"insert":" ⚒ has split second and doesn't target, letting it work through protection from red/white\n -- "},{"insert":{"card-link":"Battlefield Improvisation"}},{"insert":" ⚒ is only usable during combat, but also buffs damage and therefore Reaver Cleaver output\n -- "},{"insert":{"card-link":"Ardenn, Intrepid Archaeologist"}},{"insert":" works the turn he comes down unlike brass squire and codsworth, and reloads all your equipment instead of just one, for free unlike inventory management and battlefield improv, and works at instant speed unlike puresteel and fervent champion. truly the goat\n -- "},{"insert":{"card-link":"Armory Automaton"}},{"insert":" not as good as ardenn since you can't play it and go straight to attacking with everything freshly equipped unless you give it haste, but you can play it to get a sunforger on and then final fortune right away, so basically as good\n -- "},{"insert":{"card-link":"Forge Anew"}},{"insert":" only works during your turn, but that's when this deck wins anyway, and also comes with recursion and a freequip per turn. money.\n -- "},{"insert":{"card-link":"Leonin Shikari"}},{"insert":" comes without forge anew's bells and whistles, but works on anyone's turn, making it a great piece for defense/control (ie a great piece for cowards)\n\nthe following two can't be used for the final combo since they don't equip at instant speed, but they're still useful as hell\n -- "},{"insert":{"card-link":"Puresteel Paladin"}},{"insert":" needs three artifacts to work but that's basically always online in this deck, and also comes with something called \"card draw\" which i've never heard of before but hey is probably good\n -- "},{"insert":{"card-link":"Fervent Champion"}},{"insert":" can start swinging sword of the animist turn 2 on curve or even turn 1 with a good hand, equips all relevant equipments for free, has first strike so you can hit with SoFaF/RC to make enough money to sunforge boros charm in between damage steps for double strike, then hit 2nd strike and keep going a turn earlier than you might otherwise be able to\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Recursion Engines"},{"attributes":{"header":3},"insert":"\n"},{"insert":"these are necessary to loop reload spells and extra combats\n -- "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":" suffers from old card design a bit in that it needs two white permanents to come online, but can be played for free as land for turn, sunforged for via tithe, and flashed in if need be (as second land per turn even) with atarka's command\n -- "},{"insert":{"card-link":"Tomb Trawler"}},{"insert":" costs two more to play than mistveil, but doesn't require white permanents or colored mana, doesn't enter tapped, and can hold equipment, attack, and block. can be sunforged for via eladamri's call and/or flashed in with scout's warning\n\nMoney Sticks"},{"attributes":{"header":3},"insert":"\n"},{"insert":"the basic loop requires 11 mana per combat (5 for train heist, 2 for management/improv, and 4 for two mistveil/trawler activations)\nthe main thing to keep in mind with these is really that SoFaF works with both mistveil and tomb trawler, but RC only works with trawler\n -- "},{"insert":{"card-link":"Sword of Feast and Famine"}},{"insert":" makes you unblockable by green and black, and untaps lands including mistveil. since mistveil needs to be tapped twice per combat to tuck both GTH and your reload spell of choice, double strike is usually also necessary\n -- "},{"insert":{"card-link":"The Reaver Cleaver"}},{"insert":" costs 1 more to equip and notably does not untap mistveil like SoFaF does, but still gives some evasion through trample, and surpasses SoFaF in money per swing very quickly, usually if you have 2 or more sunforgers and the +2 from battlefield improv you don't even need double strike to clean up. and since money per swing isn't tied to land count and therefore to turn count, this is in theory your more turbo-ey option. fucks real hard when combined with colossus hammer\n \nthese next two are for ramping early game rather than sweeping up \n -- "},{"insert":{"card-link":"Sword of the Animist"}},{"insert":" yeah land ramp is good actually\n -- "},{"insert":{"card-link":"Bitterthorn, Nissa's Animus"}},{"insert":" does everything its sister does and also swings itself!\n\nEvasion"},{"attributes":{"header":3},"insert":"\n"},{"insert":" -- "},{"insert":{"card-link":"Courageous Resolve"}},{"insert":" ⚒ the bread and butter evasion option for most games. also cantrips\n -- "},{"insert":{"card-link":"Untimely Malfunction"}},{"insert":" ⚒ good multipurpose spell that also happens to have a limited evasion option. can be good to use when attacking on your second to last turn so you don't have to use courageous resolve before you need to\n -- "},{"insert":{"card-link":"Run for Your Life"}},{"insert":" ⚒ limited evasion, but also gives haste, which really hits the spot after a nice flicker\n -- "},{"insert":{"card-link":"Brotherhood Regalia"}},{"insert":" this can be preplayed without sunforging, so probably best to use over the previous three if you can. also ward 2 ain't nothin\n\nExtra Turns"},{"attributes":{"header":3},"insert":"\n"},{"insert":"untap all your stuff, do away with summoning sickness, draw a card, get an extra combat, and more - all with no downsides!* sign up today!\n -- "},{"insert":{"card-link":"Final Fortune"}},{"insert":" ⚒ the original gangsta. probs my favorite card in the game along with sunforger, just for the pure audacity\n -- "},{"insert":{"card-link":"Chance for Glory"}},{"insert":" ⚒ also makes your creatures indestructible (forever, not just until end of turn)\n -- "},{"insert":{"card-link":"Angel's Grace"}},{"insert":" ⚒ the no downsides thing was for real - you have this on tap. jamming final fortune as soon as eve gets a hammer in her hand is often the play\n\nFlicker"},{"attributes":{"header":3},"insert":"\n"},{"insert":"because every eve etb gives you another sunforger token, blink spells are extremely good. most of the deck's equipment tutors can also be double-dipped with these, not to mention their defensive utility. also sigarda's aid exists and makes eve's sunforgers enter chambered and cocked. i didn't even realize it wasn't in the deck until just now lol\n -- "},{"insert":{"card-link":"Ephemerate"}},{"insert":" ⚒ has rebound, which unfortunately does not work when sunforged (cast from library), but when cast from hand means you probably just want for nothing ever again\n -- "},{"insert":{"card-link":"Scrollshift"}},{"insert":" ⚒ hits artifacts and enchantments too, and also cantrips. bear in mind that this cannot protect sunforger tokens because they are tokens and will disappear as soon as they leave the battlefield. if someone targets a sunforger with removal, let them, and just flicker eve to get a new one\n -- "},{"insert":{"card-link":"Sword of Hearth and Home"}},{"insert":" haven't actually tested this one yet, but it's proven itself to me in my cloud deck, and since eve herself has such an important etb i have no doubt it'd pull weight here\n\nTutor"},{"attributes":{"header":3},"insert":"\n"},{"insert":"sunforger itself is a tutor of course, but it can find a number of other ones to chain into most things you might need\n -- "},{"insert":{"card-link":"Eladamri's Call"}},{"insert":" ⚒ tutors creatures straight to hand with no extra steps. primarily used to get ardenn or tomb trawler, or cloud/stoneforge in a pinch. this is probably the best card given by Eve's rulebreaker cause because it makes the deck SO much less reliant on enlightened tutor, which can otherwise be a single point of failure\n -- "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" ⚒ hits artifacts and enchantments, but needs to be cantripped / extra turned / etc afterward to get them to hand (note that sunforging shuffles your deck, so keep syntax in mind when sunforging both ET and a cantrip to draw off it. either multiple sunforgers or an instant-speed equip enabler like leonin shikari or forge anew is necessary)\n -- "},{"insert":{"card-link":"Tithe"}},{"insert":" ⚒ most notably gets mistveil, but lands in general are nice to have (don't tell my ral deck i said that)\nwith these options combined, the only things sunforger can't tutor for are sorceries and non-plains lands. and like, weirdo shit like battles and planeswalkers\n\nequipment tutors are also like, useful... and stuff. \n -- "},{"insert":{"card-link":"Cloud, Midgar Mercenary"}},{"insert":"'s ability unfortunately does not work with sunforger, since it's no longer equipped to him by the time its ability activates, but he's still a beast with RC or animist/bitterthorn\n -- "},{"insert":{"card-link":"Stoneforge Mystic"}},{"insert":" can tap to play most of the equipment in the deck at a discount, which is sweet\n -- "},{"insert":{"card-link":"Kellan, the Fae-Blooded // Birthright Boon"}},{"insert":" like spirit guide - rarely if ever played as a creature, but the option is there\n -- "},{"insert":{"card-link":"Steelshaper's Gift"}},{"insert":" 1 mana! hellyeah\n -- "},{"insert":{"card-link":"Fighter Class"}},{"insert":" level 2 is 5 total mana, but ends up being useful enough to warrant in about half the games it appears in\n -- "},{"insert":{"card-link":"Forging the Tyrite Sword"}},{"insert":" slow, but that doesn't matter since we're taking extra turns every game, and comes with two treasures, which often end up meaning you start taking those extra turns earlier\n\nOthers"},{"attributes":{"header":3},"insert":"\n"},{"insert":" -- "},{"insert":{"card-link":"Manamorphose"}},{"insert":" ⚒ great for mana fixing in a deck that can have such weird mana requirements, and also cantrips! \n -- "},{"insert":{"card-link":"Seething Song"}},{"insert":" ⚒ 5 red for RW ain't nothin. especially with manamorphose, big score/unexpected windfall, rugged prairie/sunscorched divide, springleaf drum, etc to turn red back to white and keep sunforging. also enables j-will reiterate with only 1RRWW, two equipped sunforgers, and j-will in hand, which isn't gamebreaking or anything but can come up\n"}]}















































































































