Market_Gnome
3.8k views6 months ago
Commander
Size: 100Salt sum: 29.79
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"attributes":{"bold":true},"insert":"MULLIGAN PRIORITIES:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Evolving Wilds"}},{"insert":" or another fetch land is a great start. This will let us crack it on turn 1 and pull it back out on turn 4.\n\n"},{"insert":{"card-link":"Fabled Passage"}},{"insert":" is the holy grail of fetch lands in this deck. After turn 3, this will be an ideal target for the commander, proving one extra untapped land per turn.\n\n"},{"insert":{"card-link":"Crystal Vein"}},{"insert":" is the one card that can actually turbo ramp this deck's strategy. If you have it in your starting hand, make sure you also have an untapped source of red and green. Turn one Forest. Turn two Crystal Vein, sac it, and cast "},{"insert":{"card-link":"Erinis, Gloom Stalker"}},{"insert":". Turn 3 Mountain and "},{"insert":{"card-link":"Guild Artisan"}},{"insert":". Attack with Erinis to create 2 Treasure tokens and pull Crystal Vein back onto the battlefield. Turn 4 play another land, attack with Erinis, create 2 more treasure tokens. During your second main phase, you'll now have up to 9 mana available if you sac your Crystal Vein and all of your treasure tokens.\n\nAt the very least, make sure you have 3 to 5 lands in your starting hand that can produce at least one red and green pip. There are 48 lands in the deck, so this should happen almost every game.\n\n"},{"attributes":{"bold":true},"insert":"TURN 1"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nSac land to search for a basic. There are six of them in the deck, so your chances are pretty good to have one in the starting hand. If not, a tap land will be fine, like "},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":" or "},{"insert":{"card-link":"Spinerock Knoll"}},{"insert":". Just don't expect to cast anything on turn one, as there are no spells in this deck with 1 CMC.\n\n"},{"attributes":{"bold":true},"insert":"TURN 2"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nIf you haven't fetched a Mountain already, put one down and follow it up with Guild Artisan from the command zone.\n\n"},{"attributes":{"bold":true},"insert":"TURN 3"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nMake sure you get down a land that produces a green mana pip and throw down Erinis from your command zone.\n\n"},{"attributes":{"bold":true},"insert":"TURN 4"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis is where the magic happens. It's going to be different every game, but it should start by attacking the opponent with the highest life total. Most players aren't going to block your 3/3 deathtouch with anything big enough to kill it. Even if they do and Erinis dies, you'll still get your attack triggers, which is what we are really after. You'll get to fetch your land from the graveyard, put it down untapped, and you create two Treasure tokens. At the beginning of your second main phase, you should have 6-7 mana available and a few different bombs in your hand to choose from.\n\nOccasional scenarios can screw up the plan by turn 4. An opponent could destroy Guild Artisan or Erinis before you get to use them. Unless they know this deck and what your plan is, most players won't see either card as a major threat. They're going to be focusing on their own ramp plan up to turn 4. Eating removal in the first few turns is just a chance we're going to take with this deck. It's a low chance, and we should be losing 75% of the time in a 4-player game anyway.\n\n"},{"attributes":{"bold":true},"insert":"TURN 5+:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nFor the most part, you can just cast the biggest bomb in your hand every turn. With all of the Cascade triggers, this deck will play itself. You should have a large enough board state and the ability to start knocking out players by turn 7.\n\nThe consistency up to turn 4 allows us to avoid worrying about the early game. Now we're able to simply omit low mana cards while building the deck, which translate into ideal Cascade targets. The main drawback of Cascade is running into a card that you don't want, which will never happen in this deck. All of the cards that allow us to cascade are five or more mana, meaning that 4 CMC is the lowest stop this train will end. Let's take a quick look at those 4 CMC targets.\n\n"},{"insert":{"card-link":"Spellbreaker Behemoth"}},{"insert":" is a great insurance policy against control players.\n\n"},{"insert":{"card-link":"Baloth Prime"}},{"insert":" has long-term and short-term payoffs for sacrificing lands, which the deck will be doing plenty of.\n\n"},{"insert":{"card-link":"Ripchain Razorkin"}},{"insert":" and "},{"insert":{"card-link":"Goblin Clearcutter"}},{"insert":" provide excellent land sac outlets, which will be recurred with our commander during combat.\n\n"},{"insert":{"card-link":"Big Score"}},{"insert":", "},{"insert":{"card-link":"Unexpected Windfall"}},{"insert":", and "},{"insert":{"card-link":"Pirate's Pillage"}},{"insert":" are great cascade targets because you'll be able to put a land into your graveyard, which again, will be recurred with our commander during combat.\n\nThe value only gets better above 4 CMC. Looking through the list, you'll notice there aren't any dead cards for cascade. What you will notice is the potential for long cascade chains, such as "},{"insert":{"card-link":"Apex Devastator"}},{"insert":" into "},{"insert":{"card-link":"Maelstrom Colossus"}},{"insert":" into "},{"insert":{"card-link":"Annoyed Altisaur"}},{"insert":" into "},{"insert":{"card-link":"Boarding Party"}},{"insert":" into "},{"insert":{"card-link":"Natural Reclamation"}},{"insert":" into one of our 4 CMC spells. There are some cards that can even \"reset\" the chain, bringing the CMC back up. Look at "},{"insert":{"card-link":"Hit the Mother Lode"}},{"insert":" and "},{"insert":{"card-link":"Creative Technique"}},{"insert":" for examples.\n\nThis deck is simply bomb after bomb, and the explosions often chain themselves together. If Erinis ends up dying, it usually isn't even worth recasting her, unless you have a haste enabler handy, like "},{"insert":{"card-link":"Cavalier of Flame"}},{"insert":" or "},{"insert":{"card-link":"Kavaron, Memorial World"}},{"insert":". There are other ways of recurring our lands from the graveyard, such as "},{"insert":{"card-link":"Pull Through the Weft"}},{"insert":", "},{"insert":{"card-link":"Titania, Protector of Argoth"}},{"insert":", or "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":".\n\n48 lands may look like a lot, but we always want at least one in hand at the start of each turn. Having extra is completely fine, especially with all of the ways you can discard lands, like "},{"insert":{"card-link":"Borborygmos Enraged"}},{"insert":" and the 4 CMC discard outlets we discussed earlier. Some of the best utility lands for this deck include "},{"insert":{"card-link":"Ghost Quarter"}},{"insert":" which can even be used on one of our own lands before Erinis pulls it back out during combat, "},{"insert":{"card-link":"Fabled Passage"}},{"insert":" which lets us play an additional land each turn past turn 4 with our commander recurring it, and "},{"insert":{"card-link":"Roadside Reliquary"}},{"insert":" which will almost always have its prerequisites met considering we are using a background enchantment which makes token artifacts.\n\nThis deck is currently sitting in a high Bracket 3 zone, and it would be very easy to swap out a few of the expensive cards to make it a middle Bracket 3 budget deck. I just happened to have a lot of these expensive cards lying around unused, like "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":", "},{"insert":{"card-link":"The Walls of Ba Sing Se"}},{"insert":", "},{"insert":{"card-link":"Sire of Seven Deaths"}},{"insert":", "},{"insert":{"card-link":"Balefire Dragon"}},{"insert":", and "},{"insert":{"card-link":"Strip Mine"}},{"insert":". There are plenty of great big mana budget cards to choose from, if you're looking to make a similar deck for a fraction of the cost. I hope this deck's unique mana curve and land count has you rethinking how Commander decks can be built.\n"}]}
Commander
Commander
(CTRL to add secondary)
Artifact Removal
Natural Reclamation
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Destroy target artifact or enchantment.
Destroy target artifact or enchantment.
Instant

Artifact Removal
(CTRL to add secondary)
Copy
Nalfeshnee
Flying
Whenever you cast a spell from exile, copy it. You may choose new targets for the copy. If it's a permanent spell, the copy gains haste and "At the beginning of the end step, sacrifice this permanent." (A copy of a permanent spell becomes a token.)
Whenever you cast a spell from exile, copy it. You may choose new targets for the copy. If it's a permanent spell, the copy gains haste and "At the beginning of the end step, sacrifice this permanent." (A copy of a permanent spell becomes a token.)
Creature - Beast Demon

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

Creature Removal
(CTRL to add secondary)
Draw
Apex Devastator
Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Multiple instances of cascade each trigger separately.)
Creature - Hydra Chimera

Aurora Phoenix
Flying
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Whenever you cast a spell with cascade, return this card from your graveyard to your hand.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Whenever you cast a spell with cascade, return this card from your graveyard to your hand.
Creature - Phoenix

Borborygmos Enraged
Trample
Whenever Borborygmos Enraged deals combat damage to a player, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
Discard a land card: Borborygmos Enraged deals 3 damage to any target.
Whenever Borborygmos Enraged deals combat damage to a player, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
Discard a land card: Borborygmos Enraged deals 3 damage to any target.
Legendary Creature - Cyclops

Cavalier of Flame
: Creatures you control get +1/+0 and gain haste until end of turn.
When this creature enters, discard any number of cards, then draw that many cards.
When this creature dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.
When this creature enters, discard any number of cards, then draw that many cards.
When this creature dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.
Creature - Knight Elemental

Creative Technique
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.)
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Sorcery

Evercoat Ursine
Trample
Hideaway 3, hideaway 3 (When this creature enters, look at the top three cards of your library, exile one face down, then put the rest on the bottom in a random order. Then do it again.)
Whenever this creature deals combat damage to a player, if there are cards exiled with it, you may play one of them without paying its mana cost.
Hideaway 3, hideaway 3 (When this creature enters, look at the top three cards of your library, exile one face down, then put the rest on the bottom in a random order. Then do it again.)
Whenever this creature deals combat damage to a player, if there are cards exiled with it, you may play one of them without paying its mana cost.
Creature - Elemental Bear

Ingenuity Engine
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
, , Sacrifice an artifact: Return target artifact you control to its owner's hand.
, , Sacrifice an artifact: Return target artifact you control to its owner's hand.
Artifact

Sunbird's Invocation
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
Enchantment

Draw
(CTRL to add secondary)
Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Hidden Nursery
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Hidden Volcano
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Kavaron, Memorial World
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Sacrifice a land: Create a 2/2 colorless Robot artifact creature token, then creatures you control get +1/+0 and gain haste until end of turn.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Sacrifice a land: Create a 2/2 colorless Robot artifact creature token, then creatures you control get +1/+0 and gain haste until end of turn.
Land - Planet

Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

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

Land
(CTRL to add secondary)
Land Ramp
Gladiolus Amicitia
When Gladiolus Amicitia enters, search your library for a land card, put it onto the battlefield tapped, then shuffle.
Landfall — Whenever a land you control enters, another target creature you control gets +2/+2 and gains trample until end of turn.
Landfall — Whenever a land you control enters, another target creature you control gets +2/+2 and gains trample until end of turn.
Legendary Creature - Human Warrior

Land Ramp
(CTRL to add secondary)
Land Recursion
Land Recursion
(CTRL to add secondary)
Land Sac Outlet
Famished Worldsire
Ward
Devour land 3 (As this creature enters, you may sacrifice any number of lands. It enters with three times that many +1/+1 counters on it.)
When this creature enters, look at the top X cards of your library, where X is this creature's power. Put any number of land cards from among them onto the battlefield tapped, then shuffle.
Devour land 3 (As this creature enters, you may sacrifice any number of lands. It enters with three times that many +1/+1 counters on it.)
When this creature enters, look at the top X cards of your library, where X is this creature's power. Put any number of land cards from among them onto the battlefield tapped, then shuffle.
Creature - Leviathan

Land Sac Outlet
(CTRL to add secondary)
Landfall
Moraug, Fury of Akoum
Each creature you control gets +1/+0 for each time it has attacked this turn.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Legendary Creature - Warrior Minotaur

Landfall
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Pump
Meteoric Mace
Equipped creature gets +4/+0 and has trample.
Equip
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Equip
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Artifact - Equipment

Pump
(CTRL to add secondary)
Ramp
Bigger on the Inside
Enchant artifact or land
Enchanted permanent has ": Target player adds two mana of any one color. The next spell they cast this turn has cascade." (When they cast their next spell, they exile cards from the top of their library until they exile a nonland card that costs less. They may cast it without paying its mana cost. They put the exiled cards on the bottom in a random order.)
Enchanted permanent has ": Target player adds two mana of any one color. The next spell they cast this turn has cascade." (When they cast their next spell, they exile cards from the top of their library until they exile a nonland card that costs less. They may cast it without paying its mana cost. They put the exiled cards on the bottom in a random order.)
Enchantment - Aura

Hit the Mother Lode
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery

Rain of Riches
When this enchantment enters, create two Treasure tokens.
The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Enchantment

Ramp
(CTRL to add secondary)
Sac Outlet
Dargo, the Shipwrecker
As an additional cost to cast this spell, you may sacrifice any number of artifacts and/or creatures. This spell costs less to cast for each permanent sacrificed this way and less to cast for each other artifact or creature you've sacrificed this turn.
Trample
Partner (You can have two commanders if both have partner.)
Trample
Partner (You can have two commanders if both have partner.)
Legendary Creature - Giant Pirate

Sac Outlet
(CTRL to add secondary)
Token Creature
Baloth Prime
This creature enters tapped with six stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you sacrifice a land, create a tapped 4/4 green Beast creature token and untap this creature.
, Sacrifice a land: You gain 2 life.
Whenever you sacrifice a land, create a tapped 4/4 green Beast creature token and untap this creature.
, Sacrifice a land: You gain 2 life.
Creature - Beast

Token Creature
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"MULLIGAN PRIORITIES:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Evolving Wilds"}},{"insert":" or another fetch land is a great start. This will let us crack it on turn 1 and pull it back out on turn 4.\n\n"},{"insert":{"card-link":"Fabled Passage"}},{"insert":" is the holy grail of fetch lands in this deck. After turn 3, this will be an ideal target for the commander, proving one extra untapped land per turn.\n\n"},{"insert":{"card-link":"Crystal Vein"}},{"insert":" is the one card that can actually turbo ramp this deck's strategy. If you have it in your starting hand, make sure you also have an untapped source of red and green. Turn one Forest. Turn two Crystal Vein, sac it, and cast "},{"insert":{"card-link":"Erinis, Gloom Stalker"}},{"insert":". Turn 3 Mountain and "},{"insert":{"card-link":"Guild Artisan"}},{"insert":". Attack with Erinis to create 2 Treasure tokens and pull Crystal Vein back onto the battlefield. Turn 4 play another land, attack with Erinis, create 2 more treasure tokens. During your second main phase, you'll now have up to 9 mana available if you sac your Crystal Vein and all of your treasure tokens.\n\nAt the very least, make sure you have 3 to 5 lands in your starting hand that can produce at least one red and green pip. There are 48 lands in the deck, so this should happen almost every game.\n\n"},{"attributes":{"bold":true},"insert":"TURN 1"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nSac land to search for a basic. There are six of them in the deck, so your chances are pretty good to have one in the starting hand. If not, a tap land will be fine, like "},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":" or "},{"insert":{"card-link":"Spinerock Knoll"}},{"insert":". Just don't expect to cast anything on turn one, as there are no spells in this deck with 1 CMC.\n\n"},{"attributes":{"bold":true},"insert":"TURN 2"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nIf you haven't fetched a Mountain already, put one down and follow it up with Guild Artisan from the command zone.\n\n"},{"attributes":{"bold":true},"insert":"TURN 3"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nMake sure you get down a land that produces a green mana pip and throw down Erinis from your command zone.\n\n"},{"attributes":{"bold":true},"insert":"TURN 4"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis is where the magic happens. It's going to be different every game, but it should start by attacking the opponent with the highest life total. Most players aren't going to block your 3/3 deathtouch with anything big enough to kill it. Even if they do and Erinis dies, you'll still get your attack triggers, which is what we are really after. You'll get to fetch your land from the graveyard, put it down untapped, and you create two Treasure tokens. At the beginning of your second main phase, you should have 6-7 mana available and a few different bombs in your hand to choose from.\n\nOccasional scenarios can screw up the plan by turn 4. An opponent could destroy Guild Artisan or Erinis before you get to use them. Unless they know this deck and what your plan is, most players won't see either card as a major threat. They're going to be focusing on their own ramp plan up to turn 4. Eating removal in the first few turns is just a chance we're going to take with this deck. It's a low chance, and we should be losing 75% of the time in a 4-player game anyway.\n\n"},{"attributes":{"bold":true},"insert":"TURN 5+:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nFor the most part, you can just cast the biggest bomb in your hand every turn. With all of the Cascade triggers, this deck will play itself. You should have a large enough board state and the ability to start knocking out players by turn 7.\n\nThe consistency up to turn 4 allows us to avoid worrying about the early game. Now we're able to simply omit low mana cards while building the deck, which translate into ideal Cascade targets. The main drawback of Cascade is running into a card that you don't want, which will never happen in this deck. All of the cards that allow us to cascade are five or more mana, meaning that 4 CMC is the lowest stop this train will end. Let's take a quick look at those 4 CMC targets.\n\n"},{"insert":{"card-link":"Spellbreaker Behemoth"}},{"insert":" is a great insurance policy against control players.\n\n"},{"insert":{"card-link":"Baloth Prime"}},{"insert":" has long-term and short-term payoffs for sacrificing lands, which the deck will be doing plenty of.\n\n"},{"insert":{"card-link":"Ripchain Razorkin"}},{"insert":" and "},{"insert":{"card-link":"Goblin Clearcutter"}},{"insert":" provide excellent land sac outlets, which will be recurred with our commander during combat.\n\n"},{"insert":{"card-link":"Big Score"}},{"insert":", "},{"insert":{"card-link":"Unexpected Windfall"}},{"insert":", and "},{"insert":{"card-link":"Pirate's Pillage"}},{"insert":" are great cascade targets because you'll be able to put a land into your graveyard, which again, will be recurred with our commander during combat.\n\nThe value only gets better above 4 CMC. Looking through the list, you'll notice there aren't any dead cards for cascade. What you will notice is the potential for long cascade chains, such as "},{"insert":{"card-link":"Apex Devastator"}},{"insert":" into "},{"insert":{"card-link":"Maelstrom Colossus"}},{"insert":" into "},{"insert":{"card-link":"Annoyed Altisaur"}},{"insert":" into "},{"insert":{"card-link":"Boarding Party"}},{"insert":" into "},{"insert":{"card-link":"Natural Reclamation"}},{"insert":" into one of our 4 CMC spells. There are some cards that can even \"reset\" the chain, bringing the CMC back up. Look at "},{"insert":{"card-link":"Hit the Mother Lode"}},{"insert":" and "},{"insert":{"card-link":"Creative Technique"}},{"insert":" for examples.\n\nThis deck is simply bomb after bomb, and the explosions often chain themselves together. If Erinis ends up dying, it usually isn't even worth recasting her, unless you have a haste enabler handy, like "},{"insert":{"card-link":"Cavalier of Flame"}},{"insert":" or "},{"insert":{"card-link":"Kavaron, Memorial World"}},{"insert":". There are other ways of recurring our lands from the graveyard, such as "},{"insert":{"card-link":"Pull Through the Weft"}},{"insert":", "},{"insert":{"card-link":"Titania, Protector of Argoth"}},{"insert":", or "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":".\n\n48 lands may look like a lot, but we always want at least one in hand at the start of each turn. Having extra is completely fine, especially with all of the ways you can discard lands, like "},{"insert":{"card-link":"Borborygmos Enraged"}},{"insert":" and the 4 CMC discard outlets we discussed earlier. Some of the best utility lands for this deck include "},{"insert":{"card-link":"Ghost Quarter"}},{"insert":" which can even be used on one of our own lands before Erinis pulls it back out during combat, "},{"insert":{"card-link":"Fabled Passage"}},{"insert":" which lets us play an additional land each turn past turn 4 with our commander recurring it, and "},{"insert":{"card-link":"Roadside Reliquary"}},{"insert":" which will almost always have its prerequisites met considering we are using a background enchantment which makes token artifacts.\n\nThis deck is currently sitting in a high Bracket 3 zone, and it would be very easy to swap out a few of the expensive cards to make it a middle Bracket 3 budget deck. I just happened to have a lot of these expensive cards lying around unused, like "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":", "},{"insert":{"card-link":"The Walls of Ba Sing Se"}},{"insert":", "},{"insert":{"card-link":"Sire of Seven Deaths"}},{"insert":", "},{"insert":{"card-link":"Balefire Dragon"}},{"insert":", and "},{"insert":{"card-link":"Strip Mine"}},{"insert":". There are plenty of great big mana budget cards to choose from, if you're looking to make a similar deck for a fraction of the cost. I hope this deck's unique mana curve and land count has you rethinking how Commander decks can be built.\n"}]}



























































