cuncle
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Commander
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{"ops":[{"insert":"Punch people. Blow up the sinful machina.\n\nOkay, now the long version.\nEveryone and their dog runs "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":", [insert color identity talisman here] and that almost ALWAYS gives us good targets to shoot when we hit. We get bigger for hitting people which feels great, and ultimately we also DUMP on anyone playing "},{"insert":{"card-link":"Clock of Omens"}},{"insert":", "},{"insert":{"card-link":"Portal to Phyrexia"}},{"insert":", "},{"insert":{"card-link":"Thran Dynamo"}},{"insert":", etcetera. \nThis is a wonderful side piece to being in voltron because frankly we need to slow people down to our win condition speed, which is technically MUCH slower than anyone else genuinely in bracket 3.\n\nSpeaking of slowing people down, Stax and tax.\n"},{"insert":{"card-link":"Jennifer Walters // The Sensational She-Hulk"}},{"insert":", "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":", "},{"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"insert":", "},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":", "},{"insert":{"card-link":"Dueling Grounds"}},{"insert":", "},{"insert":{"card-link":"Windborn Muse"}},{"insert":". These are what I would call \"hard\" stax. Constant disruption and game state changing effects that alter how people may want to or even can interact with you. But what I think is debatably more important in this deck is the \"soft\" stax. Let me explain.\n"},{"insert":{"card-link":"Crystal Barricade"}},{"insert":" is a prime example of what I would call \"soft\" stax. It would more likely be called protection but to me protection is an instant type of effect (which I will cover protection next). Crystal Barricade removes targeted sacrifice effects, stops things like "},{"insert":{"card-link":"Blood Artist"}},{"insert":", "},{"insert":{"card-link":"Vito, Thorn of the Dusk Rose"}},{"insert":", "},{"insert":{"card-link":"Brain Freeze"}},{"insert":", "},{"insert":{"card-link":"Grapeshot"}},{"insert":", "},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":", and even stranger spots like "},{"insert":{"card-link":"Deflecting Swat"}},{"insert":" and "},{"insert":{"card-link":"Jeska's Will"}},{"insert":". This is in my opinion INCREDIBLY powerful in this bracket of play as this stops a great chunk of aristocrats kills, spellslinger kills, and gives you pretty good protection from player's using you for a benefit whether that be jeska's or deflecting swat. Niche I know, but crystal barricade has saved my hide many, MANY times. That's just from giving you hexproof, lets not ignore that your creatures get a one time immunity to "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" and "},{"insert":{"card-link":"Starstorm"}},{"insert":".\nAnother \"soft\" type of tax I think deserves a MAJOR mention is "},{"insert":{"card-link":"Forgotten Ancient"}},{"insert":". You mean I get to pump my commander for EVERY spell that's played when we get back to my turn AND it can be doubled and increased through "},{"insert":{"card-link":"Hardened Scales"}},{"insert":" and or "},{"insert":{"card-link":"Branching Evolution"}},{"insert":"? Now casting that spell is going to \"cost\" players something which is time. I'm becoming a threat much faster just from other players playing the game. Sounds like a tax to me.\n\nNow, we've slowed people down to our win conditions speed, how do we protect our win con and ourselves once removal and threats starts flying?\nFor protecting our commander, we've got "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":", "},{"insert":{"card-link":"Mithril Coat"}},{"insert":", "},{"insert":{"card-link":"Robe of Stars"}},{"insert":", "},{"insert":{"card-link":"Bastion Protector"}},{"insert":", "},{"insert":{"card-link":"Bear Umbra"}},{"insert":", "},{"insert":{"card-link":"Snakeskin Veil"}},{"insert":", "},{"insert":{"card-link":"Tamiyo's Safekeeping"}},{"insert":", "},{"insert":{"card-link":"Sterling Grove"}},{"insert":", and "},{"insert":{"card-link":"Restoration Magic"}},{"insert":". (On Sterling Grove specifically, if we don't REALLY need it due to enchantment removal being more rare than most kinds of removal, it's always a 3 mana tutor for one of our main wincons.)\nHexproof, indestructible, phase out, and totem armor. We've got all the staples we could ask for. But for protecting ourselves after swinging?\n"},{"insert":{"card-link":"Teferi's Protection"}},{"insert":", "},{"insert":{"card-link":"Fog"}},{"insert":", "},{"insert":{"card-link":"Riot Control"}},{"insert":", "},{"insert":{"card-link":"Calamity's Wake"}},{"insert":". Doesn't seem like a lot, I know, but all of these pieces mixed WITH our stax and tax pieces and we have a VERY difficult to penetrate gameplan that keeps us up, healthy, and in control.\n\nSo... down to our speed, check. Protecting our gameplan, check. How do we hit our win?\nUnfathomably a mile ahead of pumping +1/+1 counters, or spamming Aura's into "},{"insert":{"card-link":"All That Glitters"}},{"insert":" or "},{"insert":{"card-link":"Strong Back"}},{"insert":" is my sweet beloved card, "},{"insert":{"card-link":"Songbirds' Blessing"}},{"insert":". Attack and get a free "},{"insert":{"card-link":"Colossification"}},{"insert":" or "},{"insert":{"card-link":"Eldrazi Conscription"}},{"insert":"? Huge. Can we flub and hit "},{"insert":{"card-link":"Utopia Sprawl"}},{"insert":"? Sure. But this gives us a CHANCE of a turn 4 kill if our deck blesses us. Or, we draw through most of our cheaper aura's, pump up Wakka a bit in between slowing them down and protecting ourselves and THEN hit our big bombs on swing. This is the single card that this deck wants EVERYTIME if possible. We're going to tutor for it EVERYTIME. \nNow our other pump pieces such as "},{"insert":{"card-link":"Genji Glove"}},{"insert":", "},{"insert":{"card-link":"Holy Avenger"}},{"insert":", "},{"insert":{"card-link":"Branching Evolution"}},{"insert":", "},{"insert":{"card-link":"Hardened Scales"}},{"insert":", "},{"insert":{"card-link":"All That Glitters"}},{"insert":", "},{"insert":{"card-link":"Hydra's Growth"}},{"insert":", "},{"insert":{"card-link":"Strong Back"}},{"insert":" and "},{"insert":{"card-link":"Level Up"}},{"insert":". I'm not mentioning Eldrazi conscription or Colossification here as we already know why they're good and if need be you "},{"attributes":{"italic":true},"insert":"could "},{"insert":"raw cast them if need be but we prefer to gamble with songbird's. Anyways, these are all pretty straight forward, Wakka already pumps himself (And the other value creatures we have granting good value making them blockers as well) and all these pieces either make him hit harder or hit twice. Not much to cover.\nIf we have something like "},{"insert":{"card-link":"Spirit Mantle"}},{"insert":" on Wakka as well, this makes our swing even MORE free. "},{"insert":{"card-link":"Promise of Loyalty"}},{"insert":" is the perfect voltron board wipe. Normally not too asymmetric, but when we put all our eggs in one basket, this might as well JUST wipe everyone else's board once again, making our swings practically free.\nNow, if you have made it this far I feel zero need to explain ramp or card draw as I'm sure you understand why it's good and I will just tag those cards as to which they are. Same goes for our recursion pieces. Gets our buffs and stax pieces back if they get removed.\n\nNow, it is just my pet card and I think fairly underrated but COMPLETELY removable if you so wish, that being "},{"insert":{"card-link":"Summon: Yojimbo"}},{"insert":". I think he feels fine here, but far from necessary.\n\nIf you find yourself at a table running A LOT of removal, try swapping in "},{"insert":{"card-link":"The Ozolith"}},{"insert":" and "},{"insert":{"card-link":"Luminous Broodmoth"}},{"insert":" over "},{"insert":{"card-link":"Danitha Capashen, Paragon"}},{"insert":" and "},{"insert":{"card-link":"Jukai Naturalist"}},{"insert":". You can mostly ignore "},{"insert":{"card-link":"Maester Seymour"}},{"insert":", I still need to do testing with him to see if he is worth swapping in over anything.\n\nAlso, I've been debating on giving this decklist another look over by cutting something like "},{"insert":{"card-link":"Sram, Senior Edificer"}},{"insert":" and "},{"insert":{"card-link":"Danitha Capashen, Paragon"}},{"insert":" or even "},{"insert":{"card-link":"Jukai Naturalist"}},{"insert":" for "},{"insert":{"card-link":"Calix, Guided by Fate"}},{"insert":" and "},{"insert":{"card-link":"Setessan Champion"}},{"insert":" / "},{"insert":{"card-link":"Eidolon of Blossoms"}},{"insert":" and MAYBE "},{"insert":{"card-link":"Eidolon of Astral Winds"}},{"insert":". But, idk quite yet.\n\nANYWAYS, get out there, enjoy the splendor of blowing up sol rings, and smashing heads. The way Yu Yevon intended.\n"}]}
Commander
Wakka, Devoted Guardian
Reach, trample
Whenever Wakka deals combat damage to a player, destroy up to one target artifact that player controls and put a +1/+1 counter on Wakka.
Blitzball Captain — At the beginning of your end step, if a counter was put on Wakka this turn, put a +1/+1 counter on each other creature you control.
Whenever Wakka deals combat damage to a player, destroy up to one target artifact that player controls and put a +1/+1 counter on Wakka.
Blitzball Captain — At the beginning of your end step, if a counter was put on Wakka this turn, put a +1/+1 counter on each other creature you control.
Legendary Creature - Human Warrior

Commander
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Counters
Counters
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Creature
Herald of Amity
Flying
When this creature enters, exile the top eight cards of your library. You may cast an Aura spell from among them without paying its mana cost. Then put the rest on the bottom of your library in a random order.
Whenever this creature attacks, it gets +X/+X until end of turn, where X is the number of Auras you control.
When this creature enters, exile the top eight cards of your library. You may cast an Aura spell from among them without paying its mana cost. Then put the rest on the bottom of your library in a random order.
Whenever this creature attacks, it gets +X/+X until end of turn, where X is the number of Auras you control.
Creature - Griffin

Summon: Yojimbo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
Creature Enchantment - Saga Samurai

Creature
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Draw
Lifestream's Blessing
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Draw
(CTRL to add secondary)
Enchantment
Songbirds' Blessing
Enchant creature
Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.
Enchantment - Aura

Enchantment
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Instant
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

Instant
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Protection
Selfless Samurai
Whenever a Samurai or Warrior you control attacks alone, it gains lifelink until end of turn.
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature - Fox Samurai

Shield of the Oversoul
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
Enchantment - Aura

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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

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
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Pump
Pump
(CTRL to add secondary)
Ramp
Ramp
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Recursion
Recursion
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Removal
Removal
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Tutor
Tutor
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Maybeboard
Maester Seymour
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control.
: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
Legendary Creature - Human Cleric Elf

The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact

Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Maybeboard
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Punch people. Blow up the sinful machina.\n\nOkay, now the long version.\nEveryone and their dog runs "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":", [insert color identity talisman here] and that almost ALWAYS gives us good targets to shoot when we hit. We get bigger for hitting people which feels great, and ultimately we also DUMP on anyone playing "},{"insert":{"card-link":"Clock of Omens"}},{"insert":", "},{"insert":{"card-link":"Portal to Phyrexia"}},{"insert":", "},{"insert":{"card-link":"Thran Dynamo"}},{"insert":", etcetera. \nThis is a wonderful side piece to being in voltron because frankly we need to slow people down to our win condition speed, which is technically MUCH slower than anyone else genuinely in bracket 3.\n\nSpeaking of slowing people down, Stax and tax.\n"},{"insert":{"card-link":"Jennifer Walters // The Sensational She-Hulk"}},{"insert":", "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":", "},{"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"insert":", "},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":", "},{"insert":{"card-link":"Dueling Grounds"}},{"insert":", "},{"insert":{"card-link":"Windborn Muse"}},{"insert":". These are what I would call \"hard\" stax. Constant disruption and game state changing effects that alter how people may want to or even can interact with you. But what I think is debatably more important in this deck is the \"soft\" stax. Let me explain.\n"},{"insert":{"card-link":"Crystal Barricade"}},{"insert":" is a prime example of what I would call \"soft\" stax. It would more likely be called protection but to me protection is an instant type of effect (which I will cover protection next). Crystal Barricade removes targeted sacrifice effects, stops things like "},{"insert":{"card-link":"Blood Artist"}},{"insert":", "},{"insert":{"card-link":"Vito, Thorn of the Dusk Rose"}},{"insert":", "},{"insert":{"card-link":"Brain Freeze"}},{"insert":", "},{"insert":{"card-link":"Grapeshot"}},{"insert":", "},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":", and even stranger spots like "},{"insert":{"card-link":"Deflecting Swat"}},{"insert":" and "},{"insert":{"card-link":"Jeska's Will"}},{"insert":". This is in my opinion INCREDIBLY powerful in this bracket of play as this stops a great chunk of aristocrats kills, spellslinger kills, and gives you pretty good protection from player's using you for a benefit whether that be jeska's or deflecting swat. Niche I know, but crystal barricade has saved my hide many, MANY times. That's just from giving you hexproof, lets not ignore that your creatures get a one time immunity to "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" and "},{"insert":{"card-link":"Starstorm"}},{"insert":".\nAnother \"soft\" type of tax I think deserves a MAJOR mention is "},{"insert":{"card-link":"Forgotten Ancient"}},{"insert":". You mean I get to pump my commander for EVERY spell that's played when we get back to my turn AND it can be doubled and increased through "},{"insert":{"card-link":"Hardened Scales"}},{"insert":" and or "},{"insert":{"card-link":"Branching Evolution"}},{"insert":"? Now casting that spell is going to \"cost\" players something which is time. I'm becoming a threat much faster just from other players playing the game. Sounds like a tax to me.\n\nNow, we've slowed people down to our win conditions speed, how do we protect our win con and ourselves once removal and threats starts flying?\nFor protecting our commander, we've got "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":", "},{"insert":{"card-link":"Mithril Coat"}},{"insert":", "},{"insert":{"card-link":"Robe of Stars"}},{"insert":", "},{"insert":{"card-link":"Bastion Protector"}},{"insert":", "},{"insert":{"card-link":"Bear Umbra"}},{"insert":", "},{"insert":{"card-link":"Snakeskin Veil"}},{"insert":", "},{"insert":{"card-link":"Tamiyo's Safekeeping"}},{"insert":", "},{"insert":{"card-link":"Sterling Grove"}},{"insert":", and "},{"insert":{"card-link":"Restoration Magic"}},{"insert":". (On Sterling Grove specifically, if we don't REALLY need it due to enchantment removal being more rare than most kinds of removal, it's always a 3 mana tutor for one of our main wincons.)\nHexproof, indestructible, phase out, and totem armor. We've got all the staples we could ask for. But for protecting ourselves after swinging?\n"},{"insert":{"card-link":"Teferi's Protection"}},{"insert":", "},{"insert":{"card-link":"Fog"}},{"insert":", "},{"insert":{"card-link":"Riot Control"}},{"insert":", "},{"insert":{"card-link":"Calamity's Wake"}},{"insert":". Doesn't seem like a lot, I know, but all of these pieces mixed WITH our stax and tax pieces and we have a VERY difficult to penetrate gameplan that keeps us up, healthy, and in control.\n\nSo... down to our speed, check. Protecting our gameplan, check. How do we hit our win?\nUnfathomably a mile ahead of pumping +1/+1 counters, or spamming Aura's into "},{"insert":{"card-link":"All That Glitters"}},{"insert":" or "},{"insert":{"card-link":"Strong Back"}},{"insert":" is my sweet beloved card, "},{"insert":{"card-link":"Songbirds' Blessing"}},{"insert":". Attack and get a free "},{"insert":{"card-link":"Colossification"}},{"insert":" or "},{"insert":{"card-link":"Eldrazi Conscription"}},{"insert":"? Huge. Can we flub and hit "},{"insert":{"card-link":"Utopia Sprawl"}},{"insert":"? Sure. But this gives us a CHANCE of a turn 4 kill if our deck blesses us. Or, we draw through most of our cheaper aura's, pump up Wakka a bit in between slowing them down and protecting ourselves and THEN hit our big bombs on swing. This is the single card that this deck wants EVERYTIME if possible. We're going to tutor for it EVERYTIME. \nNow our other pump pieces such as "},{"insert":{"card-link":"Genji Glove"}},{"insert":", "},{"insert":{"card-link":"Holy Avenger"}},{"insert":", "},{"insert":{"card-link":"Branching Evolution"}},{"insert":", "},{"insert":{"card-link":"Hardened Scales"}},{"insert":", "},{"insert":{"card-link":"All That Glitters"}},{"insert":", "},{"insert":{"card-link":"Hydra's Growth"}},{"insert":", "},{"insert":{"card-link":"Strong Back"}},{"insert":" and "},{"insert":{"card-link":"Level Up"}},{"insert":". I'm not mentioning Eldrazi conscription or Colossification here as we already know why they're good and if need be you "},{"attributes":{"italic":true},"insert":"could "},{"insert":"raw cast them if need be but we prefer to gamble with songbird's. Anyways, these are all pretty straight forward, Wakka already pumps himself (And the other value creatures we have granting good value making them blockers as well) and all these pieces either make him hit harder or hit twice. Not much to cover.\nIf we have something like "},{"insert":{"card-link":"Spirit Mantle"}},{"insert":" on Wakka as well, this makes our swing even MORE free. "},{"insert":{"card-link":"Promise of Loyalty"}},{"insert":" is the perfect voltron board wipe. Normally not too asymmetric, but when we put all our eggs in one basket, this might as well JUST wipe everyone else's board once again, making our swings practically free.\nNow, if you have made it this far I feel zero need to explain ramp or card draw as I'm sure you understand why it's good and I will just tag those cards as to which they are. Same goes for our recursion pieces. Gets our buffs and stax pieces back if they get removed.\n\nNow, it is just my pet card and I think fairly underrated but COMPLETELY removable if you so wish, that being "},{"insert":{"card-link":"Summon: Yojimbo"}},{"insert":". I think he feels fine here, but far from necessary.\n\nIf you find yourself at a table running A LOT of removal, try swapping in "},{"insert":{"card-link":"The Ozolith"}},{"insert":" and "},{"insert":{"card-link":"Luminous Broodmoth"}},{"insert":" over "},{"insert":{"card-link":"Danitha Capashen, Paragon"}},{"insert":" and "},{"insert":{"card-link":"Jukai Naturalist"}},{"insert":". You can mostly ignore "},{"insert":{"card-link":"Maester Seymour"}},{"insert":", I still need to do testing with him to see if he is worth swapping in over anything.\n\nAlso, I've been debating on giving this decklist another look over by cutting something like "},{"insert":{"card-link":"Sram, Senior Edificer"}},{"insert":" and "},{"insert":{"card-link":"Danitha Capashen, Paragon"}},{"insert":" or even "},{"insert":{"card-link":"Jukai Naturalist"}},{"insert":" for "},{"insert":{"card-link":"Calix, Guided by Fate"}},{"insert":" and "},{"insert":{"card-link":"Setessan Champion"}},{"insert":" / "},{"insert":{"card-link":"Eidolon of Blossoms"}},{"insert":" and MAYBE "},{"insert":{"card-link":"Eidolon of Astral Winds"}},{"insert":". But, idk quite yet.\n\nANYWAYS, get out there, enjoy the splendor of blowing up sol rings, and smashing heads. The way Yu Yevon intended.\n"}]}







































































