PetalDoggo
1.9k views19 days ago
Commander
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{"ops":[{"insert":"it is not group hug.\n\nvv rough primer\n"},{"attributes":{"bold":true},"insert":"Token Creation:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Adagia, Windswept Bastion"}},{"insert":" ends up putting you at more of a disadvantage, but it's a useful politiking tool, and essentially has \"draw a card\" stapled onto it's ability.\n"},{"insert":{"card-link":"Tempt with Bunnies"}},{"insert":" essentially draws 2 cards off bat. Either that or Bonus Bunny™.\nA number of squad cards to essentially have \"draw a card\" stapled onto their etb. Most of them do have independently useful passives, but you realistically should be casting them to outway the benefits your opponents get, especially with smart token management.\n"},{"insert":{"card-link":"Wedding Ring"}},{"insert":" should be used to give yourself a token copy to double the benefits, but make it a throuple if you're into that I guess.\n"},{"insert":{"card-link":"Dauntless Scrapbot"}},{"insert":" has draw a card stapled onto its ETB, and can handle more graveyard focused decks.\nA whole host of bog standard 3 drop removal and create token from recent sets, as you either get to draw a card from them or get the benefit yourself.\n"},{"insert":{"card-link":"Tempting Contract"}},{"insert":" to get even more treasure.\n\n"},{"attributes":{"bold":true},"insert":"Token Doublers/Increasers:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Generally these are trying to help you offset the downside of given opponents a token to draw a card.\nYour standard doublers from recent sets, "},{"insert":{"card-link":"Mondrak, Glory Dominus"}},{"insert":" , etc. Gets you more benefit than opponents when copying tokens.\nA number of populate cards to copy more unique tokens you copy.\n"},{"insert":{"card-link":"Stridehangar Automaton"}},{"insert":" and "},{"insert":{"card-link":"Oltec Matterweaver"}},{"insert":" can be used for some shenanigans and getting a fun board state.\n"},{"insert":{"card-link":"Caretaker's Talent"}},{"insert":" to draw and copy tokens.\n\n"},{"attributes":{"bold":true},"insert":"Protection:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A whole host of standard protection tools as the commander is very needed for the deck's strategy.\n"},{"insert":{"card-link":"Settle the Wreckage"}},{"insert":" can serve as protection in case you struggle to manage opponent's tokens for whatever reason, or ramp - if you plan to board wipe for instance.\n"},{"insert":{"card-link":"Emeria, the Sky Ruin"}},{"insert":" and "},{"insert":{"card-link":"Ishgard, the Holy See // Faith & Grief"}},{"insert":" serve as a level of recursion for the deck for other key pieces.\n"},{"insert":{"card-link":"Firemane Commando"}},{"insert":" and "},{"insert":{"card-link":"Combat Calligrapher"}},{"insert":" as more pieces of \"soft protection\" by encouraging opponents to swing at other opponents with their tokens rather than you.\n\n"},{"attributes":{"bold":true},"insert":"Draw:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Generally, I've gone quiet sparse on draw as the commander has built in draw. This does mean you have to be more careful with how you manage token creation but as long as you're smart you should hold up fine. With the commander out you essentially have draw a card stapled to most cards you play, even if it is once per turn.\nThere is a number of utility lands that let you draw like "},{"insert":{"card-link":"War Room"}},{"insert":" , and "},{"insert":{"card-link":"Fountainport"}},{"insert":" .\n\n"},{"attributes":{"bold":true},"insert":"Ramp:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There is a number of 3 drop mana rocks vs the standard 2 drop ones. This is because generally the earliest you can get the commander out is turn 4. Turn 3 can be spent playing a mana rock and turns one and two can be spent setting up. The mana rocks also all create tokens to some degree to have use after the commander has come into play.\n"},{"insert":{"card-link":"Bucknard's Everfull Purse"}},{"insert":" creates up to 4 treasure tokens so can draw you a card on use if the commander is out. If she isn't it still can get you quite a bit closer to casting her and having mana to spare to immediately get usage of her ability.\n\n"},{"attributes":{"bold":true},"insert":"Removal:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Path to Exile"}},{"insert":" and "},{"insert":{"card-link":"Erode"}},{"insert":" can serve as removal or you can target your own tokens to ramp if needed - if you don't need to hold up removal early on this is the course of action I'd recommend!\nThe deck tries to fit in removal wherever it can. If you're making your own changes try and keep this in mind.\n"},{"insert":{"card-link":"Bilbo's Gambit"}},{"insert":" while more protection than anything can serve as a counter for problematic removal if needed, with the silence effect able to buy you time to win.\n\n"},{"attributes":{"bold":true},"insert":"Some Notes:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Keep in mind you can only copy one token per turn so try and plan your turn ahead and figure out which token you really want. You can use "},{"insert":{"card-link":"Romana II"}},{"insert":" to get another token if you need to, but she can also be used for yoinking yet another copy of an opponent's token if you need.\nThere's roughly 5 boardwipes with varying effects. Use these to stop opponents from getting out of hand with the tokens you grant them.\nMaybeboard Cards might go into the list once I've had a proper chance to put the deck through its paces to see if they fit.\n"}]}
Commander
Lucy MacLean, Positively Armed
Golden Rule — Whenever a token enters, you may have target player other than its controller create a token that's a copy of it, then you draw a card if an opponent created a token this way. Do this only once each turn.
Legendary Creature - Human Survivor

Commander
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Board Wipes
Pinnacle Starcage
When this artifact enters, exile all artifacts and creatures with mana value 2 or less until this artifact leaves the battlefield.
: Put each card exiled with this artifact into its owner's graveyard, then create a 2/2 colorless Robot artifact creature token for each card put into a graveyard this way. Sacrifice this artifact.
: Put each card exiled with this artifact into its owner's graveyard, then create a 2/2 colorless Robot artifact creature token for each card put into a graveyard this way. Sacrifice this artifact.
Artifact

Board Wipes
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Draw
Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class

Master of Ceremonies
At the beginning of your upkeep, each opponent chooses money, friends, or secrets. For each player who chose money, you and that player each create a Treasure token. For each player who chose friends, you and that player each create a 1/1 green and white Citizen creature token. For each player who chose secrets, you and that player each draw a card.
Creature - Druid Rhino

Repurposed Enforcer
Whenever this creature attacks, empower Jace X, where X is the number of creatures you control. (Put that many loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")
Creature - Human Soldier

Sidequest: Catch a Fish
At the beginning of your upkeep, look at the top card of your library. If it's an artifact or creature card, you may reveal it and put it into your hand. If you put a card into your hand this way, create a Food token and transform this enchantment.
Enchantment


Wedding Ring
When this artifact enters, if it was cast, target opponent creates a token that's a copy of it.
Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card.
Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card.
Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
Artifact

Draw
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Increase Tokens
Exalted Sunborn
Flying, lifelink
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Wizard Angel

Mondrak, Glory Dominus
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ( can be paid with either or 2 life.)
, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Ojer Taq, Deepest Foundation
Vigilance
If one or more creature tokens would be created under your control, three times that many of those tokens are created instead.
When Ojer Taq dies, return it to the battlefield tapped and transformed under its owner's control.
If one or more creature tokens would be created under your control, three times that many of those tokens are created instead.
When Ojer Taq dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - God


Increase Tokens
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Land
Adagia, Windswept Bastion
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+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
Land - Planet

Diamond City
This land enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
: Add .
: Move a shield counter from this land onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
: Add .
: Move a shield counter from this land onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
Land

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

Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

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

Protection
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Ramp
Ramp
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Removal
Space Marine Devastator
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Grav-cannon — When this creature enters, destroy up to one target artifact or enchantment.
Grav-cannon — When this creature enters, destroy up to one target artifact or enchantment.
Creature - Warrior Astartes

Removal
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Tokens
Adipose Offspring
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.)
When this creature enters, create a 2/2 white Alien creature token. If this creature's emerge cost was paid, instead create X of those tokens, where X is the sacrificed creature's toughness.
When this creature enters, create a 2/2 white Alien creature token. If this creature's emerge cost was paid, instead create X of those tokens, where X is the sacrificed creature's toughness.
Creature - Alien

Gary Clone
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Whenever this creature attacks, each creature you control named Gary Clone gets +1/+0 until end of turn.
Whenever this creature attacks, each creature you control named Gary Clone gets +1/+0 until end of turn.
Creature - Human Citizen

Overlord of the Mistmoors
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying.
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying.
Creature Enchantment - Avatar Horror

Securitron Squadron
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.)
Vigilance
Whenever a creature token you control enters, put a +1/+1 counter on it.
Vigilance
Whenever a creature token you control enters, put a +1/+1 counter on it.
Creature Artifact - Robot

Tokens
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Maybeboard
Extinguisher Battleship
When this Spacecraft enters, destroy target noncreature permanent. Then this Spacecraft deals 4 damage to each creature.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 5+.)
5+ | Flying, trample
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 5+.)
5+ | Flying, trample
Artifact - Spacecraft

Keeper of the Accord
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Creature - Human Soldier

Overencumbered
Enchant opponent
When this Aura enters, enchanted opponent creates a Clue token, a Food token, and a Junk token.
At the beginning of combat on enchanted opponent's turn, that player may pay for each artifact they control. If they don't, creatures can't attack this combat.
When this Aura enters, enchanted opponent creates a Clue token, a Food token, and a Junk token.
At the beginning of combat on enchanted opponent's turn, that player may pay for each artifact they control. If they don't, creatures can't attack this combat.
Enchantment - Aura

The Eagles Are Coming!
Kicker (You may pay an additional as you cast this spell.)
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Instant

Three Blind Mice
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create a 1/1 white Mouse creature token.
II, III — Create a token that's a copy of target token you control.
IV — Creatures you control get +1/+1 and gain vigilance until end of turn.
I — Create a 1/1 white Mouse creature token.
II, III — Create a token that's a copy of target token you control.
IV — Creatures you control get +1/+1 and gain vigilance until end of turn.
Enchantment - Saga

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"it is not group hug.\n\nvv rough primer\n"},{"attributes":{"bold":true},"insert":"Token Creation:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Adagia, Windswept Bastion"}},{"insert":" ends up putting you at more of a disadvantage, but it's a useful politiking tool, and essentially has \"draw a card\" stapled onto it's ability.\n"},{"insert":{"card-link":"Tempt with Bunnies"}},{"insert":" essentially draws 2 cards off bat. Either that or Bonus Bunny™.\nA number of squad cards to essentially have \"draw a card\" stapled onto their etb. Most of them do have independently useful passives, but you realistically should be casting them to outway the benefits your opponents get, especially with smart token management.\n"},{"insert":{"card-link":"Wedding Ring"}},{"insert":" should be used to give yourself a token copy to double the benefits, but make it a throuple if you're into that I guess.\n"},{"insert":{"card-link":"Dauntless Scrapbot"}},{"insert":" has draw a card stapled onto its ETB, and can handle more graveyard focused decks.\nA whole host of bog standard 3 drop removal and create token from recent sets, as you either get to draw a card from them or get the benefit yourself.\n"},{"insert":{"card-link":"Tempting Contract"}},{"insert":" to get even more treasure.\n\n"},{"attributes":{"bold":true},"insert":"Token Doublers/Increasers:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Generally these are trying to help you offset the downside of given opponents a token to draw a card.\nYour standard doublers from recent sets, "},{"insert":{"card-link":"Mondrak, Glory Dominus"}},{"insert":" , etc. Gets you more benefit than opponents when copying tokens.\nA number of populate cards to copy more unique tokens you copy.\n"},{"insert":{"card-link":"Stridehangar Automaton"}},{"insert":" and "},{"insert":{"card-link":"Oltec Matterweaver"}},{"insert":" can be used for some shenanigans and getting a fun board state.\n"},{"insert":{"card-link":"Caretaker's Talent"}},{"insert":" to draw and copy tokens.\n\n"},{"attributes":{"bold":true},"insert":"Protection:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A whole host of standard protection tools as the commander is very needed for the deck's strategy.\n"},{"insert":{"card-link":"Settle the Wreckage"}},{"insert":" can serve as protection in case you struggle to manage opponent's tokens for whatever reason, or ramp - if you plan to board wipe for instance.\n"},{"insert":{"card-link":"Emeria, the Sky Ruin"}},{"insert":" and "},{"insert":{"card-link":"Ishgard, the Holy See // Faith & Grief"}},{"insert":" serve as a level of recursion for the deck for other key pieces.\n"},{"insert":{"card-link":"Firemane Commando"}},{"insert":" and "},{"insert":{"card-link":"Combat Calligrapher"}},{"insert":" as more pieces of \"soft protection\" by encouraging opponents to swing at other opponents with their tokens rather than you.\n\n"},{"attributes":{"bold":true},"insert":"Draw:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Generally, I've gone quiet sparse on draw as the commander has built in draw. This does mean you have to be more careful with how you manage token creation but as long as you're smart you should hold up fine. With the commander out you essentially have draw a card stapled to most cards you play, even if it is once per turn.\nThere is a number of utility lands that let you draw like "},{"insert":{"card-link":"War Room"}},{"insert":" , and "},{"insert":{"card-link":"Fountainport"}},{"insert":" .\n\n"},{"attributes":{"bold":true},"insert":"Ramp:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There is a number of 3 drop mana rocks vs the standard 2 drop ones. This is because generally the earliest you can get the commander out is turn 4. Turn 3 can be spent playing a mana rock and turns one and two can be spent setting up. The mana rocks also all create tokens to some degree to have use after the commander has come into play.\n"},{"insert":{"card-link":"Bucknard's Everfull Purse"}},{"insert":" creates up to 4 treasure tokens so can draw you a card on use if the commander is out. If she isn't it still can get you quite a bit closer to casting her and having mana to spare to immediately get usage of her ability.\n\n"},{"attributes":{"bold":true},"insert":"Removal:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Path to Exile"}},{"insert":" and "},{"insert":{"card-link":"Erode"}},{"insert":" can serve as removal or you can target your own tokens to ramp if needed - if you don't need to hold up removal early on this is the course of action I'd recommend!\nThe deck tries to fit in removal wherever it can. If you're making your own changes try and keep this in mind.\n"},{"insert":{"card-link":"Bilbo's Gambit"}},{"insert":" while more protection than anything can serve as a counter for problematic removal if needed, with the silence effect able to buy you time to win.\n\n"},{"attributes":{"bold":true},"insert":"Some Notes:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Keep in mind you can only copy one token per turn so try and plan your turn ahead and figure out which token you really want. You can use "},{"insert":{"card-link":"Romana II"}},{"insert":" to get another token if you need to, but she can also be used for yoinking yet another copy of an opponent's token if you need.\nThere's roughly 5 boardwipes with varying effects. Use these to stop opponents from getting out of hand with the tokens you grant them.\nMaybeboard Cards might go into the list once I've had a proper chance to put the deck through its paces to see if they fit.\n"}]}





































































