zcelloman
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"[edhpowerlevel.com] Power Level:"},{"insert":" 6.0 / 10\n\n"},{"attributes":{"bold":true},"insert":"The Game Plan"},{"insert":" \nThis deck is designed to go wide and strike fast. "},{"insert":{"card-link":"Aragorn, the Uniter"}},{"insert":" is the heart of the operation; he rewards you for casting spells in your four colors (GWUR). You want to establish a board of Human tokens using "},{"insert":{"card-link":"Horn of Gondor"}},{"insert":" and "},{"insert":{"card-link":"Riders of Rohan"}},{"insert":", then use Aragorn’s triggers to buff your team or clear the way. You win by stacking \"Anthem\" effects like "},{"insert":{"card-link":"Flowering of the White Tree"}},{"insert":" and "},{"insert":{"card-link":"Shared Animosity"}},{"insert":" to turn your 1/1s into massive threats.\n\n"},{"attributes":{"bold":true},"insert":"Core Pillars"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Human Battalion:"},{"insert":" Your deck is packed with \"Human\" synergy. "},{"insert":{"card-link":"Prince Imrahil the Fair"}},{"insert":" and "},{"insert":{"card-link":"Éomer of the Riddermark"}},{"insert":" provide a steady stream of bodies, while creature-driven disruption like "},{"insert":{"card-link":"Lossarnach Captain"}},{"insert":" ensures your army has the keywords to punch through defenses."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Aragorn’s Multi-color Engine:"},{"insert":" Because Aragorn has four triggers, multi-color spells like "},{"insert":{"card-link":"Éowyn, Fearless Knight"}},{"insert":" or "},{"insert":{"card-link":"Aragorn, Company Leader"}},{"insert":" are high-value plays, triggering multiple effects (like making a 1/1 token "},{"attributes":{"italic":true},"insert":"and"},{"insert":" pumping a creature) for a single card."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Tactical Removal:"},{"insert":" You run a heavy \"Interaction\" suite including "},{"insert":{"card-link":"Reprieve"}},{"insert":", "},{"insert":{"card-link":"Fear, Fire, Foes!"}},{"insert":", and "},{"insert":{"card-link":"Éowyn, Fearless Knight"}},{"insert":". This allows you to remove blockers or stop combos while simultaneously developing your board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Key Synergies to Watch For"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Legend of the Mark:"},{"insert":" "},{"insert":{"card-link":"Horn of the Mark"}},{"insert":" and "},{"insert":{"card-link":"Merry, Esquire of Rohan"}},{"insert":" keep your hand full. In a deck with so many legendary Humans, you will almost always be drawing extra cards every combat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Haste & Power:"},{"insert":" "},{"insert":{"card-link":"Rising of the Day"}},{"insert":" is an MVP here. It gives your entire army haste and a power boost, ensuring that the tokens Aragorn creates can attack immediately alongside your main force."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Human Explosion:"},{"insert":" "},{"insert":{"card-link":"Horn of Gondor"}},{"insert":" is your primary late-game finisher. If left unchecked for even two turns, it can double your army size until the board is completely covered in 1/1 Humans."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Strengths & Weaknesses"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Strengths:"},{"insert":" High adaptability and explosive combat steps. Between the red burn triggers and the green pump triggers from Aragorn, you can win games even if the board is stalled."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Weaknesses:"},{"insert":" Vulnerability to \"Board Wipes.\" Like most go-wide decks, a "},{"attributes":{"italic":true},"insert":"Blasphemous Act"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Farewell"},{"insert":" can be a total reset. It also has a complex mana base—missing one of your four colors can lock you out of your best spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Opening Hand"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Look for:"},{"insert":" Early ramp ("},{"attributes":{"bold":true},"insert":"Farseek"},{"insert":", "},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":") and mana fixing for at least 3 of your 4 colors. You want to be able to cast Aragorn by turn 4."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Avoid:"},{"insert":" Hands with only one land color or too many 5+ CMC legends like "},{"insert":{"card-link":"Éomer, Marshal of Rohan"}},{"insert":" early on."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Final Verdict"},{"insert":" This is a high-flavor, high-synergy deck that feels like the \"Charge of the Rohirrim\" every time you play it. It’s a Mid-Power powerhouse that rewards players for understanding their color ratios and timing their anthems perfectly.\n\nOther Cards Considered:\nIn other decks: "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Wishlist: "},{"attributes":{"list":"ordered"},"insert":"\n"}]}
Commander
Aragorn, the Uniter
Whenever you cast a white spell, create a 1/1 white Human Soldier creature token.
Whenever you cast a blue spell, scry 2.
Whenever you cast a red spell, Aragorn deals 3 damage to target opponent.
Whenever you cast a green spell, target creature gets +4/+4 until end of turn.
Whenever you cast a blue spell, scry 2.
Whenever you cast a red spell, Aragorn deals 3 damage to target opponent.
Whenever you cast a green spell, target creature gets +4/+4 until end of turn.
Legendary Creature - Human Noble

Commander
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Anthem
Anthem
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Counters
Aragorn, Company Leader
Whenever the Ring tempts you, if you chose a creature other than Aragorn as your Ring-bearer, put your choice of a counter from among first strike, vigilance, deathtouch, and lifelink on Aragorn.
Whenever you put one or more counters on Aragorn, put one of each of those kinds of counters on up to one other target creature.
Whenever you put one or more counters on Aragorn, put one of each of those kinds of counters on up to one other target creature.
Legendary Creature - Human Ranger

Spider-Man India
Web-slinging (You may cast this spell for if you also return a tapped creature you control to its owner's hand.)
Pavitr's Sevā — Whenever you cast a creature spell, put a +1/+1 counter on target creature you control. It gains flying until end of turn.
Pavitr's Sevā — Whenever you cast a creature spell, put a +1/+1 counter on target creature you control. It gains flying until end of turn.
Legendary Creature - Human Spider Hero

Counters
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Draw
Descendants' Path
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast it without paying its mana cost. If you don't cast it, put it on the bottom of your library.
Enchantment

Djeru and Hazoret
As long as you have one or fewer cards in hand, Djeru and Hazoret has vigilance and haste.
Whenever Djeru and Hazoret attacks, look at the top six cards of your library. You may exile a legendary creature card from among them. Put the rest on the bottom of your library in a random order. Until end of turn, you may cast the exiled card without paying its mana cost.
Whenever Djeru and Hazoret attacks, look at the top six cards of your library. You may exile a legendary creature card from among them. Put the rest on the bottom of your library in a random order. Until end of turn, you may cast the exiled card without paying its mana cost.
Legendary Creature - Human God

Faramir, Field Commander
At the beginning of your end step, if a creature died under your control this turn, draw a card.
Whenever the Ring tempts you, if you chose a creature other than Faramir as your Ring-bearer, create a 1/1 white Human Soldier creature token.
Whenever the Ring tempts you, if you chose a creature other than Faramir as your Ring-bearer, create a 1/1 white Human Soldier creature token.
Legendary Creature - Human Soldier

Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Draw
(CTRL to add secondary)
Enchantment
Celebrate the Mountain-king
When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield.
When this enchantment enters, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
When this enchantment enters, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
Enchantment

Enchantment
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Evasion
Evasion
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Finisher
Combat Celebrant
If this creature hasn't been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase. (An exerted creature won't untap during your next untap step.)
Creature - Human Warrior

Finisher
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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

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Protection
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Pippin, Guard of the Citadel
Vigilance, ward
: Another target creature you control gains protection from the card type of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that type.)
: Another target creature you control gains protection from the card type of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that type.)
Legendary Creature - Soldier Halfling

Rem Karolus, Stalwart Slayer
Flying, haste
If a spell would deal damage to you or another permanent you control, prevent that damage.
If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
If a spell would deal damage to you or another permanent you control, prevent that damage.
If a spell would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
Legendary Creature - Human Knight

Protection
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Ramp
Entish Restoration
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Instant

Ramp
(CTRL to add secondary)
Removal
Trapped in the Screen
Ward (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When this enchantment enters, exile target artifact, creature, or enchantment an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, exile target artifact, creature, or enchantment an opponent controls until this enchantment leaves the battlefield.
Enchantment

Removal
(CTRL to add secondary)
Tokens
Éowyn, Shieldmaiden
First strike
At the beginning of combat on your turn, if another Human entered the battlefield under your control this turn, create two 2/2 red Human Knight creature tokens with trample and haste. Then if you control six or more Humans, draw a card.
At the beginning of combat on your turn, if another Human entered the battlefield under your control this turn, create two 2/2 red Human Knight creature tokens with trample and haste. Then if you control six or more Humans, draw a card.
Legendary Creature - Human Knight

Riders of Rohan
When this creature enters, create two 2/2 red Human Knight creature tokens with trample and haste.
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.)
Creature - Human Knight

Riders of the Mark
Affinity for Humans (This spell costs less to cast for each Human you control.)
Trample, haste
At the beginning of your end step, if this creature attacked this turn, return it to its owner's hand. If you do, create a number of 1/1 white Human Soldier creature tokens equal to its toughness.
Trample, haste
At the beginning of your end step, if this creature attacked this turn, return it to its owner's hand. If you do, create a number of 1/1 white Human Soldier creature tokens equal to its toughness.
Creature - Human Knight

Tokens
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Sideboard
Bard's Company
You may cast this spell as though it had flash if you control a Human.
Other creatures you control get +1/+1.
Whenever this creature enters or attacks, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
Other creatures you control get +1/+1.
Whenever this creature enters or attacks, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
Creature - Human Citizen

Glóin, Dwarf Emissary
Whenever you cast a historic spell, create a Treasure token. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic.)
, Sacrifice a Treasure: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
, Sacrifice a Treasure: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Legendary Creature - Advisor Dwarf

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

Tale of Tinúviel
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Target creature you control gains indestructible for as long as you control this Saga.
II — Return target creature card from your graveyard to the battlefield.
III — Up to two target creatures you control each gain lifelink until end of turn.
I — Target creature you control gains indestructible for as long as you control this Saga.
II — Return target creature card from your graveyard to the battlefield.
III — Up to two target creatures you control each gain lifelink until end of turn.
Enchantment - Saga

The Circle of Loyalty
Affinity for Knights (This spell costs less to cast for each Knight you control.)
Creatures you control get +1/+1.
Whenever you cast a legendary spell, create a 2/2 white Knight creature token with vigilance.
, : Create a 2/2 white Knight creature token with vigilance.
Creatures you control get +1/+1.
Whenever you cast a legendary spell, create a 2/2 white Knight creature token with vigilance.
, : Create a 2/2 white Knight creature token with vigilance.
Legendary Artifact

There and Back Again
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Up to one target creature can't block for as long as you control this Saga. The Ring tempts you.
II — Search your library for a Mountain card, put it onto the battlefield, then shuffle.
III — Create Smaug, a legendary 6/6 red Dragon creature token with flying, haste, and "When Smaug dies, create fourteen Treasure tokens."
I — Up to one target creature can't block for as long as you control this Saga. The Ring tempts you.
II — Search your library for a Mountain card, put it onto the battlefield, then shuffle.
III — Create Smaug, a legendary 6/6 red Dragon creature token with flying, haste, and "When Smaug dies, create fourteen Treasure tokens."
Enchantment - Saga

Treason of Isengard
Put up to one target instant or sorcery card from your graveyard on top of your library.
Amass Orcs 2. (To amass Orcs 2, put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Amass Orcs 2. (To amass Orcs 2, put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Sorcery

War of the Last Alliance
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
III — Creatures you control gain double strike until end of turn. The Ring tempts you.
I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
III — Creatures you control gain double strike until end of turn. The Ring tempts you.
Enchantment - Saga

Sideboard
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in another deck
in another deck
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Maybeboard
Fallaji Wayfarer
Fallaji Wayfarer is all colors. This ability doesn't affect its color identity. (It can be in any deck whose commander's color identity includes green.)
Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for or one mana of a color that creature is.)
Multicolored spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a multicolored spell pays for or one mana of a color that creature is.)
Creature - Human Scout

Maybeboard
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Wishlist
Wishlist
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
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You win by stacking \"Anthem\" effects like "},{"insert":{"card-link":"Flowering of the White Tree"}},{"insert":" and "},{"insert":{"card-link":"Shared Animosity"}},{"insert":" to turn your 1/1s into massive threats.\n\n"},{"attributes":{"bold":true},"insert":"Core Pillars"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Human Battalion:"},{"insert":" Your deck is packed with \"Human\" synergy. "},{"insert":{"card-link":"Prince Imrahil the Fair"}},{"insert":" and "},{"insert":{"card-link":"Éomer of the Riddermark"}},{"insert":" provide a steady stream of bodies, while creature-driven disruption like "},{"insert":{"card-link":"Lossarnach Captain"}},{"insert":" ensures your army has the keywords to punch through defenses."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Aragorn’s Multi-color Engine:"},{"insert":" Because Aragorn has four triggers, multi-color spells like "},{"insert":{"card-link":"Éowyn, Fearless Knight"}},{"insert":" or "},{"insert":{"card-link":"Aragorn, Company Leader"}},{"insert":" are high-value plays, triggering multiple effects (like making a 1/1 token "},{"attributes":{"italic":true},"insert":"and"},{"insert":" pumping a creature) for a single card."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Tactical Removal:"},{"insert":" You run a heavy \"Interaction\" suite including "},{"insert":{"card-link":"Reprieve"}},{"insert":", "},{"insert":{"card-link":"Fear, Fire, Foes!"}},{"insert":", and "},{"insert":{"card-link":"Éowyn, Fearless Knight"}},{"insert":". This allows you to remove blockers or stop combos while simultaneously developing your board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Key Synergies to Watch For"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Legend of the Mark:"},{"insert":" "},{"insert":{"card-link":"Horn of the Mark"}},{"insert":" and "},{"insert":{"card-link":"Merry, Esquire of Rohan"}},{"insert":" keep your hand full. In a deck with so many legendary Humans, you will almost always be drawing extra cards every combat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Haste & Power:"},{"insert":" "},{"insert":{"card-link":"Rising of the Day"}},{"insert":" is an MVP here. It gives your entire army haste and a power boost, ensuring that the tokens Aragorn creates can attack immediately alongside your main force."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Human Explosion:"},{"insert":" "},{"insert":{"card-link":"Horn of Gondor"}},{"insert":" is your primary late-game finisher. If left unchecked for even two turns, it can double your army size until the board is completely covered in 1/1 Humans."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Strengths & Weaknesses"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Strengths:"},{"insert":" High adaptability and explosive combat steps. Between the red burn triggers and the green pump triggers from Aragorn, you can win games even if the board is stalled."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Weaknesses:"},{"insert":" Vulnerability to \"Board Wipes.\" Like most go-wide decks, a "},{"attributes":{"italic":true},"insert":"Blasphemous Act"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Farewell"},{"insert":" can be a total reset. It also has a complex mana base—missing one of your four colors can lock you out of your best spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Opening Hand"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Look for:"},{"insert":" Early ramp ("},{"attributes":{"bold":true},"insert":"Farseek"},{"insert":", "},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":") and mana fixing for at least 3 of your 4 colors. You want to be able to cast Aragorn by turn 4."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Avoid:"},{"insert":" Hands with only one land color or too many 5+ CMC legends like "},{"insert":{"card-link":"Éomer, Marshal of Rohan"}},{"insert":" early on."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Final Verdict"},{"insert":" This is a high-flavor, high-synergy deck that feels like the \"Charge of the Rohirrim\" every time you play it. It’s a Mid-Power powerhouse that rewards players for understanding their color ratios and timing their anthems perfectly.\n\nOther Cards Considered:\nIn other decks: "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Wishlist: "},{"attributes":{"list":"ordered"},"insert":"\n"}]}






















































































































