erichees
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Commander
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{"ops":[{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is my attempt at making an aggro deck for commander. We want to play creatures on our early turns and attack: almost all of our resource generation comes from the combat step, with many of our value creatures scaling with the number of opponents we attacked. Our commander goads (forces our opponents' creatures to attack, and they must attack one of our opponents if able) to generate offensive momentum, as well as making any creature that is double-blocked by our opponents gain deathtouch (including when they block eachother's creatures). The second effect empowers our main theme of menace, meaning we can get through for damage most of the time. We also have a discard/reanimator sub-theme, which can lead to some explosive early sequences with our discard outlets as well as giving us a chance to recover post-sweeper.\n\nOpening Hands & Sequencing"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our primary consideration is our curve; if we're missing either a turn 2 or a turn 3 play it's probably a mulligan. In general, I don't think we can aggressively mulligan into a hand that's \"good\" against sweepers, if they have it they have it and you're only supposed to win 25% of commander games anyways. Our 1 drops exist just to fill gaps in our curve, they shouldn't factor into your decision to keep or mull too much.\n\nMindset & Strategy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We want to apply just enough pressure to be annoying without ever looking like the number one threat, chipping away until we can unleash a surprise burst with our extra combat spells. Our strategy demands we commit creatures to the board while other decks are usually powering up which can leave us very far behind after a sweeper. Try not to put your creature count more than 2 ahead of the other players, unless you're playing a spell you have temporary access to (eg from "},{"insert":{"card-link":"Lightning, Security Sergeant"}},{"insert":"). If you're deciding between two plays try to think about whether one or the other is better pre- or post- "},{"insert":{"card-link":"Wrath of God"}},{"insert":". The most commonly played sweepers in commander are usually 5+ mana some exceptions are: "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" can be in any black deck, "},{"insert":{"card-link":"Damn"}},{"insert":"and"},{"insert":{"card-link":"Culling Ritual"}},{"insert":" are 4-mana options for black-white and black-green, and "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":"'s cost changes based on the board. This can help answer which play is better, for example if you're trying to predict whether "},{"insert":{"card-link":"Glint-Sleeve Siphoner"}},{"insert":" will draw you a card before it dies. Usually cards that create a resource are good options pre-sweeper, "},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" is so powerful that we may want to save it to rebuild, especially if we have another creature making "},{"insert":{"card-link":"Treasure"}},{"insert":" for us. If we're still getting our damage in we don't need to commit more to the board; it can be a good idea to use our mana on reconfigure abilities to hedge against a sweeper or activate other abilities to generate value without committing more to the board. Our commander's role is to help us create good attacks by making our menace creatures less attractive to block and goading threatening creatures so we don't put ourselves into a losing race. If we don't need him for either of these purposes, don't run him out just to add power to the board.\n\nKey Cards & Interactions"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Flamewar, Brash Veteran // Flamewar, Streetwise Operative"}},{"insert":" should be always be played to the vehicle side (there's probably some weird edge case where you need a sac outlet but I can't think of it). Transforming it back after attacking is good practice because it dodges creature sweepers.\n"},{"insert":{"card-link":"Reanimate"}},{"insert":" can be used with our discard outlets to get an early double-spell turn and potentially get a 3-trigger Seifer on turn 4. Don't be afraid to just use it on a 3- or even 2-drop if it looks like that would be strong.\n"},{"insert":{"card-link":"Horned Stoneseeker"}},{"insert":" 's "},{"insert":{"card-link":"Powerstone"}},{"insert":" can be used to pay for abilities of non-artifacts (such as "},{"insert":{"card-link":"Butch DeLoria, Tunnel Snake"}},{"insert":" or "},{"insert":{"card-link":"Interceptor, Shadow's Hound"}},{"insert":" ) but it's mostly there as sacrifice fodder.\n"},{"insert":{"card-link":"Konda's Banner"}},{"insert":" doesn't need to be equipped to our commander (though that does work), try to put it on the lowest-value target that still hits most of your creatures ("},{"insert":{"card-link":"Setzer, Wandering Gambler"}},{"insert":"and "},{"insert":{"card-link":"Locke, Treasure Hunter"}},{"insert":" are both legendary red-black humans).\n"},{"insert":{"card-link":"Setzer, Wandering Gambler"}},{"insert":" can set up a 3-trigger Seifer on turn 4 if you played another creature beforehand because Seifer can crew "},{"insert":{"card-link":"The Blackjack"}},{"insert":" despite summoning sickness.\n"},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" and"},{"insert":{"card-link":"Vincent, Vengeful Atoner"}},{"insert":" have abilities that trigger \"whenever one or more creatures deal combat damage to a player\", these abilities can trigger multiple times per turn if we attack multiple players. They also trigger separately for first strike (or double strike) damage.\n"},{"insert":{"card-link":"Kari Zev, Skyship Raider"}},{"insert":" and "},{"insert":{"card-link":"Dalek Squadron"}},{"insert":" both create attacking creatures mid-combat, unfortunately this does not trigger \"whenever you attack...\" effects. You can still choose to have "},{"insert":{"card-link":"Ragavan"}},{"insert":" attack a different player to help trigger the above cards or "},{"insert":{"card-link":"Reaper's Scythe"}},{"insert":" . These tokens can be sacrificed to "},{"insert":{"card-link":"Reno and Rude"}},{"insert":" or "},{"insert":{"card-link":"Shadow, Mysterious Assassin"}},{"insert":" after damage, but not "},{"insert":{"card-link":"Flamewar, Brash Veteran // Flamewar, Streetwise Operative"}},{"insert":" because it needs to be sorcery-speed.\n"},{"insert":{"card-link":"Gogo, Mysterious Mime"}},{"insert":" keeps its own name to let it avoid breaking the \"legend rule\". Any time a card refers to itself by name that actually means \"myself\", so Gogo still copies the effect properly. Gogo can't transform.\n"},{"insert":{"card-link":"Urborg Scavengers"}},{"insert":" don't *need* to plan their targets around "},{"insert":{"card-link":"Rejoin the Fight"}},{"insert":" , but it's good to keep in mind if the target doesn't matter otherwise.\n"},{"insert":{"card-link":"Locke, Treasure Hunter"}},{"insert":" lets you cast milled spells and make any choices you would normally make when casting them (such as alternate casting costs). If he mills a flashback card, you'll get priority first after the effect resolves since it's your turn. If you pass priority (generally we don't do this explicitly, but it's implied when you try to move to the next step in a turn or let an ability resolve) the opponent will then also be able to cast it.\n"},{"insert":{"card-link":"Interceptor, Shadow's Hound"}},{"insert":" doesn't die if you sacrifice him to "},{"insert":{"card-link":"Shadow, Mysterious Assassin"}},{"insert":" , they're just playing fetch.\n"}]}
Seifer, Balamb Rival
First strike
Whenever you attack a player, goad target creature that player controls.
Whenever a creature attacking one of your opponents becomes blocked by two or more creatures, that attacking creature gains deathtouch until end of turn.
Whenever you attack a player, goad target creature that player controls.
Whenever a creature attacking one of your opponents becomes blocked by two or more creatures, that attacking creature gains deathtouch until end of turn.
Legendary Creature - Human Mercenary

Commander
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Caustic Bronco
Whenever this creature attacks, reveal the top card of your library and put it into your hand. You lose life equal to that card's mana value if this creature isn't saddled. Otherwise, each opponent loses that much life.
Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Creature - Snake Horse Mount

Lightning, Security Sergeant
Menace (This creature can't be blocked except by two or more creatures.)
Whenever Lightning deals combat damage to a player, exile the top card of your library. You may play that card for as long as you control Lightning.
Whenever Lightning deals combat damage to a player, exile the top card of your library. You may play that card for as long as you control Lightning.
Legendary Creature - Human Soldier

Card draw
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Butch DeLoria, Tunnel Snake
Menace (This creature can't be blocked except by two or more creatures.)
Tunnel Snakes Rule! — Whenever Butch DeLoria attacks, it gets +1/+1 until end of turn for each other Rogue and/or Snake you control.
: Put a menace counter on another target creature. It becomes a Rogue in addition to its other types.
Tunnel Snakes Rule! — Whenever Butch DeLoria attacks, it gets +1/+1 until end of turn for each other Rogue and/or Snake you control.
: Put a menace counter on another target creature. It becomes a Rogue in addition to its other types.
Legendary Creature - Human Rogue

Fear of Missing Out
When this creature enters, discard a card, then draw a card.
Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Creature Enchantment - Nightmare

Gogo, Mysterious Mime
At the beginning of combat on your turn, you may have Gogo become a copy of another target creature you control until end of turn, except its name is Gogo, Mysterious Mime. If you do, Gogo and that creature each get +2/+0 and gain haste until end of turn and attack this turn if able.
Legendary Creature - Wizard

Pyreheart Wolf
Whenever this creature attacks, creatures you control gain menace until end of turn. (They can't be blocked except by two or more creatures.)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Creature - Wolf

Vincent, Vengeful Atoner
Menace
Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent.
Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater.
Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent.
Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater.
Legendary Creature - Assassin

Creature
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Ayara's Oathsworn
Menace
Whenever this creature deals combat damage to a player, if it has fewer than four +1/+1 counters on it, put a +1/+1 counter on it. Then if it has exactly four +1/+1 counters on it, search your library for a card, put it into your hand, then shuffle.
Whenever this creature deals combat damage to a player, if it has fewer than four +1/+1 counters on it, put a +1/+1 counter on it. Then if it has exactly four +1/+1 counters on it, search your library for a card, put it into your hand, then shuffle.
Creature - Human Knight

Case of the Stashed Skeleton
When this Case enters, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.)
To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.)
Solved — , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.)
Solved — , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
Enchantment - Case

Demonic tutors
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Flamewar, Brash Veteran
More Than Meets the Eye (You may cast this card converted for .)
Sacrifice another artifact: Put a +1/+1 counter on Flamewar and convert it. Activate only as a sorcery.
, Discard your hand: Put all exiled cards you own with intel counters on them into your hand.
Sacrifice another artifact: Put a +1/+1 counter on Flamewar and convert it. Activate only as a sorcery.
, Discard your hand: Put all exiled cards you own with intel counters on them into your hand.
Legendary Creature Artifact - Robot


Hawkeye, Master Marksman
Reach, first strike
Trick Arrows — Whenever Hawkeye becomes tapped, you may pay up to three times. When you do, choose up to that many —
• Net — Target creature can't block this turn.
• Explosive — Hawkeye deals 2 damage to target player.
• Boomerang — Discard a card, then draw a card.
Trick Arrows — Whenever Hawkeye becomes tapped, you may pay up to three times. When you do, choose up to that many —
• Net — Target creature can't block this turn.
• Explosive — Hawkeye deals 2 damage to target player.
• Boomerang — Discard a card, then draw a card.
Legendary Creature - Human Archer Hero

Veronica, Dissident Scribe
Menace
Whenever Veronica attacks, you may discard a card. If you do, draw a card.
Whenever you discard one or more nonland cards for the first time each turn, create a Junk token. (It's an artifact with ", Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever Veronica attacks, you may discard a card. If you do, draw a card.
Whenever you discard one or more nonland cards for the first time each turn, create a Junk token. (It's an artifact with ", Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Legendary Creature - Human Artificer Rogue

Discard Outlet
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Inti, Seneschal of the Sun
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Legendary Creature - Human Knight

Jiang Yanggu, Alone
Menace (This creature can't be blocked except by two or more creatures.)
Whenever a creature you control attacks a player alone, discard a card, then draw a card. Then put a +1/+1 counter on that creature for each card you've discarded this turn.
Whenever a creature you control attacks a player alone, discard a card, then draw a card. Then put a +1/+1 counter on that creature for each card you've discarded this turn.
Legendary Creature - Human Berserker

Discard Payoff
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Blade of the Oni
Menace
Equipped creature has base power and toughness 5/5, has menace, and is a black Demon in addition to its other colors and types.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Equipped creature has base power and toughness 5/5, has menace, and is a black Demon in addition to its other colors and types.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Demon

Komainu Battle Armor
Menace
Equipped creature gets +2/+2 and has menace.
Whenever this creature or equipped creature deals combat damage to a player, goad each creature that player controls.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Equipped creature gets +2/+2 and has menace.
Whenever this creature or equipped creature deals combat damage to a player, goad each creature that player controls.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Dog

Reaper's Scythe
Job select
At the beginning of your end step, put a soul counter on this Equipment for each player who lost life this turn.
Equipped creature gets +1/+1 for each soul counter on this Equipment and is an Assassin in addition to its other types.
Death Sickle — Equip
At the beginning of your end step, put a soul counter on this Equipment for each player who lost life this turn.
Equipped creature gets +1/+1 for each soul counter on this Equipment and is an Assassin in addition to its other types.
Death Sickle — Equip
Artifact - Equipment

Equipment
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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

Grim Reaper's Sprint
Morbid — This spell costs less to cast if a creature died this turn.
Enchant creature
When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
Enchant creature
When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
Enchantment - Aura

Overpowering Attack
Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.
Sorcery

Extra combat
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Eye of Nidhogg
Enchant creature
Enchanted creature is a black Dragon with base power and toughness 4/2, has flying and deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
When Eye of Nidhogg is put into a graveyard from the battlefield, return it to its owner's hand.
Enchanted creature is a black Dragon with base power and toughness 4/2, has flying and deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
When Eye of Nidhogg is put into a graveyard from the battlefield, return it to its owner's hand.
Legendary Enchantment - Aura

Interaction
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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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Menace lord
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Setzer, Wandering Gambler
When Setzer enters, create The Blackjack, a legendary 3/3 colorless Vehicle artifact token with flying and crew 2.
Whenever a Vehicle you control deals combat damage to a player, flip a coin.
Whenever you win a coin flip, create two tapped Treasure tokens.
Whenever a Vehicle you control deals combat damage to a player, flip a coin.
Whenever you win a coin flip, create two tapped Treasure tokens.
Legendary Creature - Human Rogue Pilot

Ramp
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Alesha, Who Laughs at Fate
First strike
Whenever Alesha attacks, put a +1/+1 counter on it.
Raid — At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha's power from your graveyard to the battlefield.
Whenever Alesha attacks, put a +1/+1 counter on it.
Raid — At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha's power from your graveyard to the battlefield.
Legendary Creature - Human Warrior

Recusion
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Stax
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Locke, Treasure Hunter
Locke can't be blocked by creatures with greater power.
Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards.
Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards.
Legendary Creature - Human Rogue

Reno and Rude
Menace
Whenever Reno and Rude deals combat damage to a player, exile the top card of that player's library. Then you may sacrifice another creature or artifact. If you do, you may play the exiled card this turn, and mana of any type can be spent to cast it.
Whenever Reno and Rude deals combat damage to a player, exile the top card of that player's library. Then you may sacrifice another creature or artifact. If you do, you may play the exiled card this turn, and mana of any type can be spent to cast it.
Legendary Creature - Human Assassin

Theft value
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Bloodsoaked Insight
This spell costs less to cast for each 1 life your opponents have lost this turn.
Target opponent exiles the top three cards of their library. Until the end of your next turn, you may play those cards. If you cast a spell this way, mana of any type can be spent to cast it.
Target opponent exiles the top three cards of their library. Until the end of your next turn, you may play those cards. If you cast a spell this way, mana of any type can be spent to cast it.
Sorcery


Bothersome Quasit
Menace
Goaded creatures your opponents control can't block.
Whenever you cast a noncreature spell, goad target creature an opponent controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Goaded creatures your opponents control can't block.
Whenever you cast a noncreature spell, goad target creature an opponent controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Creature - Demon

Generous Plunderer
Menace
At the beginning of your upkeep, you may create a Treasure token. When you do, target opponent creates a tapped Treasure token.
Whenever this creature attacks, it deals damage to defending player equal to the number of artifacts they control.
At the beginning of your upkeep, you may create a Treasure token. When you do, target opponent creates a tapped Treasure token.
Whenever this creature attacks, it deals damage to defending player equal to the number of artifacts they control.
Creature - Human Rogue

Karazikar, the Eye Tyrant
Whenever you attack a player, tap target creature that player controls and goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever an opponent attacks another one of your opponents, you and the attacking player each draw a card and lose 1 life.
Whenever an opponent attacks another one of your opponents, you and the attacking player each draw a card and lose 1 life.
Legendary Creature - Beholder

Kardur, Doomscourge
When Kardur enters, until your next turn, creatures your opponents control attack each combat if able and attack a player other than you if able.
Whenever an attacking creature dies, each opponent loses 1 life and you gain 1 life.
Whenever an attacking creature dies, each opponent loses 1 life and you gain 1 life.
Legendary Creature - Demon Berserker

Long-Range Sensor
Whenever you attack a player, put a charge counter on this artifact.
, Remove two charge counters from this artifact: 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.)
, Remove two charge counters from this artifact: 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.)
Artifact

Mari, the Killing Quill
Whenever a creature an opponent controls dies, exile it with a hit counter on it.
Assassins, Mercenaries, and Rogues you control have deathtouch and "Whenever this creature deals combat damage to a player, you may remove a hit counter from a card that player owns in exile. If you do, draw a card and create two Treasure tokens."
Assassins, Mercenaries, and Rogues you control have deathtouch and "Whenever this creature deals combat damage to a player, you may remove a hit counter from a card that player owns in exile. If you do, draw a card and create two Treasure tokens."
Legendary Creature - Vampire Assassin

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

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is my attempt at making an aggro deck for commander. We want to play creatures on our early turns and attack: almost all of our resource generation comes from the combat step, with many of our value creatures scaling with the number of opponents we attacked. Our commander goads (forces our opponents' creatures to attack, and they must attack one of our opponents if able) to generate offensive momentum, as well as making any creature that is double-blocked by our opponents gain deathtouch (including when they block eachother's creatures). The second effect empowers our main theme of menace, meaning we can get through for damage most of the time. We also have a discard/reanimator sub-theme, which can lead to some explosive early sequences with our discard outlets as well as giving us a chance to recover post-sweeper.\n\nOpening Hands & Sequencing"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Our primary consideration is our curve; if we're missing either a turn 2 or a turn 3 play it's probably a mulligan. In general, I don't think we can aggressively mulligan into a hand that's \"good\" against sweepers, if they have it they have it and you're only supposed to win 25% of commander games anyways. Our 1 drops exist just to fill gaps in our curve, they shouldn't factor into your decision to keep or mull too much.\n\nMindset & Strategy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We want to apply just enough pressure to be annoying without ever looking like the number one threat, chipping away until we can unleash a surprise burst with our extra combat spells. Our strategy demands we commit creatures to the board while other decks are usually powering up which can leave us very far behind after a sweeper. Try not to put your creature count more than 2 ahead of the other players, unless you're playing a spell you have temporary access to (eg from "},{"insert":{"card-link":"Lightning, Security Sergeant"}},{"insert":"). If you're deciding between two plays try to think about whether one or the other is better pre- or post- "},{"insert":{"card-link":"Wrath of God"}},{"insert":". The most commonly played sweepers in commander are usually 5+ mana some exceptions are: "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" can be in any black deck, "},{"insert":{"card-link":"Damn"}},{"insert":"and"},{"insert":{"card-link":"Culling Ritual"}},{"insert":" are 4-mana options for black-white and black-green, and "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":"'s cost changes based on the board. This can help answer which play is better, for example if you're trying to predict whether "},{"insert":{"card-link":"Glint-Sleeve Siphoner"}},{"insert":" will draw you a card before it dies. Usually cards that create a resource are good options pre-sweeper, "},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" is so powerful that we may want to save it to rebuild, especially if we have another creature making "},{"insert":{"card-link":"Treasure"}},{"insert":" for us. If we're still getting our damage in we don't need to commit more to the board; it can be a good idea to use our mana on reconfigure abilities to hedge against a sweeper or activate other abilities to generate value without committing more to the board. Our commander's role is to help us create good attacks by making our menace creatures less attractive to block and goading threatening creatures so we don't put ourselves into a losing race. If we don't need him for either of these purposes, don't run him out just to add power to the board.\n\nKey Cards & Interactions"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Flamewar, Brash Veteran // Flamewar, Streetwise Operative"}},{"insert":" should be always be played to the vehicle side (there's probably some weird edge case where you need a sac outlet but I can't think of it). Transforming it back after attacking is good practice because it dodges creature sweepers.\n"},{"insert":{"card-link":"Reanimate"}},{"insert":" can be used with our discard outlets to get an early double-spell turn and potentially get a 3-trigger Seifer on turn 4. Don't be afraid to just use it on a 3- or even 2-drop if it looks like that would be strong.\n"},{"insert":{"card-link":"Horned Stoneseeker"}},{"insert":" 's "},{"insert":{"card-link":"Powerstone"}},{"insert":" can be used to pay for abilities of non-artifacts (such as "},{"insert":{"card-link":"Butch DeLoria, Tunnel Snake"}},{"insert":" or "},{"insert":{"card-link":"Interceptor, Shadow's Hound"}},{"insert":" ) but it's mostly there as sacrifice fodder.\n"},{"insert":{"card-link":"Konda's Banner"}},{"insert":" doesn't need to be equipped to our commander (though that does work), try to put it on the lowest-value target that still hits most of your creatures ("},{"insert":{"card-link":"Setzer, Wandering Gambler"}},{"insert":"and "},{"insert":{"card-link":"Locke, Treasure Hunter"}},{"insert":" are both legendary red-black humans).\n"},{"insert":{"card-link":"Setzer, Wandering Gambler"}},{"insert":" can set up a 3-trigger Seifer on turn 4 if you played another creature beforehand because Seifer can crew "},{"insert":{"card-link":"The Blackjack"}},{"insert":" despite summoning sickness.\n"},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" and"},{"insert":{"card-link":"Vincent, Vengeful Atoner"}},{"insert":" have abilities that trigger \"whenever one or more creatures deal combat damage to a player\", these abilities can trigger multiple times per turn if we attack multiple players. They also trigger separately for first strike (or double strike) damage.\n"},{"insert":{"card-link":"Kari Zev, Skyship Raider"}},{"insert":" and "},{"insert":{"card-link":"Dalek Squadron"}},{"insert":" both create attacking creatures mid-combat, unfortunately this does not trigger \"whenever you attack...\" effects. You can still choose to have "},{"insert":{"card-link":"Ragavan"}},{"insert":" attack a different player to help trigger the above cards or "},{"insert":{"card-link":"Reaper's Scythe"}},{"insert":" . These tokens can be sacrificed to "},{"insert":{"card-link":"Reno and Rude"}},{"insert":" or "},{"insert":{"card-link":"Shadow, Mysterious Assassin"}},{"insert":" after damage, but not "},{"insert":{"card-link":"Flamewar, Brash Veteran // Flamewar, Streetwise Operative"}},{"insert":" because it needs to be sorcery-speed.\n"},{"insert":{"card-link":"Gogo, Mysterious Mime"}},{"insert":" keeps its own name to let it avoid breaking the \"legend rule\". Any time a card refers to itself by name that actually means \"myself\", so Gogo still copies the effect properly. Gogo can't transform.\n"},{"insert":{"card-link":"Urborg Scavengers"}},{"insert":" don't *need* to plan their targets around "},{"insert":{"card-link":"Rejoin the Fight"}},{"insert":" , but it's good to keep in mind if the target doesn't matter otherwise.\n"},{"insert":{"card-link":"Locke, Treasure Hunter"}},{"insert":" lets you cast milled spells and make any choices you would normally make when casting them (such as alternate casting costs). If he mills a flashback card, you'll get priority first after the effect resolves since it's your turn. If you pass priority (generally we don't do this explicitly, but it's implied when you try to move to the next step in a turn or let an ability resolve) the opponent will then also be able to cast it.\n"},{"insert":{"card-link":"Interceptor, Shadow's Hound"}},{"insert":" doesn't die if you sacrifice him to "},{"insert":{"card-link":"Shadow, Mysterious Assassin"}},{"insert":" , they're just playing fetch.\n"}]}






































































