BongBong
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Commander
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{"ops":[{"insert":"Hello this is Bong Bong; \t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\nI have no idea how to make a red deck so this is my chud homunculous son whom I love.\nOur commander is the fine gentleman Solphim whom'st will double our noncombat damage (yeah, all of it)\nTL:DR for this deck is literally just double 3's and 4's into much more dangerous numbers and try to build up to that juicy crackle with power table kill.\n"},{"attributes":{"underline":true,"bold":true},"insert":"For the sake of simplicity in writing I will always write with Solphim's damage doubling in effect unless attempting to emphasize his effect."},{"insert":"\n-------------------------------------------------------------------\nGame Plan:\nPeople lowkey don't really read other people's commanders for some reason so until you start doing 6-8 damage fireballs to someones face/creatures people won't really care about you because your early game isn't the fastest thing and usually there's another player at the table that draws the ire of the other players first.\nUse this to your advantage; play some mana rocks, find your impulse draw engines, get a creature with sticky fingers/face-breaker out and nab some treasures, "},{"attributes":{"bold":true},"insert":"PLAY SOLPHIM ON A TURN WHERE YOU CAN KILL SOMEONE OR AT LEAST CHUNK THEM FOR HALF THEIR LIFE"},{"insert":", if you have rathalos in hand, play him "},{"attributes":{"underline":true},"insert":"the turn before"},{"insert":" Solphim so Rathalos immediately drops a double-damage attack trigger\nBalor, Karlach and Rathalos are all in a polycule, Solphim walks so the polycule can fly\n-------------------------------------------------------------------\n"},{"attributes":{"bold":true},"insert":"Early Game: "},{"insert":"(turn 1+)\nLands, Mana rocks, ideally sol ring, an early throne of eldraine or war room is umazing, sticky fingers on something cheap is even better (double treasures on face-breaker for example), 'help' the board deal with the early threat player by sticking curse of opulence onto them for an early treasure/gold hegemony.\nPlaying Needlehead early will get you mauled to death so hold off on that dubious critter, ideally you can play goblin kaboomist early and luck into him living so you can keep his landmine production until you become a threat.\n-------------------------------------------------------------------\n"},{"attributes":{"bold":true},"insert":"Mid Game: "},{"insert":"(turn 3+)\nAt this point you should have Solphim on the board if you don't already, and in this part of the game is when you want to be dropping creatures like Combustion Man, Rathalos, Balor, Karlach and Charmbreaker Devils to really ramp up the value from Solphim. \nFor example, Rathalos does 4 damage to a target and two more sets of 3 damage to two other "},{"attributes":{"underline":true},"insert":"different"},{"insert":" targets, which Solphim "},{"attributes":{"bold":true},"insert":"doubles into 8 and two 6's"},{"insert":" on top of Rathalos hitting for 7 flying.\nCombustion Man lets you destroy lands from under an opponents hands, they can deny this but take "},{"attributes":{"bold":true},"insert":"double Combustion Man's power as damage as a penalty"},{"insert":"\nBalor does "},{"attributes":{"bold":true},"insert":"2(number of cards in target players hand) "},{"insert":"as damage as he attacks and forces sacrifices\nYour ping effects like razorkin needlehead and gleeful arsonist ping for piddly 1 damage, however Ojer Axonil is here, whom raises your ping values to 4, razorkin pings opponents for 4 damage for each card they draw.\nWith Ojer Axonil and Solphim on the board, Goblin Sharpshooter does "},{"attributes":{"bold":true},"insert":"4 damage"},{"insert":" on tap, and then untaps, he is incredibly efficient at clearing the board for you, so consider using your "},{"attributes":{"bold":true},"insert":"Gamble"},{"insert":" to fetch Ojer Axonil if you're missing him\nIdeally cast The Flux on turn 4 or 5 so it doesn't start up too late but it's not a big issue if you can't dw\n-------------------------------------------------------------------\n"},{"attributes":{"bold":true},"insert":"Late Game:"},{"insert":" (turn 6+)\nBy this point in the game, either you are dead, you are a massive threat and people at the table will come together to demolish you, "},{"attributes":{"bold":true},"insert":"or"},{"insert":", it's only you and one other person left and it's a race to see who removes the others saving grace first to win out the game. If the last opponent has nothing to save them, they may concede.\nAt this point you ideally have vandalblast in hand and enough mana to overload it, or have chaos warp ready to remove the enchantment giving the last opponent \"one more turn\".\nIf you placed five-alarm fire earlier, it may have enough counters on it to do 10 damage to their face.\nThere's not much to this phases gameplan you just fireball them with noncambat damage or probably lose at this point assuming your opponent actually has a boardstate, if they don't have blockers you run them over with creatures, if they do you kill their blockers and then run them over.\n-------------------------------------------------------------------\nI wanted to seperate gameplan from instants, sorceries and enchantments bc they have a good range of application from dealing double damage and/or being cheap removal\n"},{"attributes":{"bold":true},"insert":"Instants:"},{"insert":"\n\nOffensive:\nLighting Bolt & Lighting Strike:\nThey do the same thing: 6 damage to whatever you want as long as Solphim is aurafarming on your board\nGiantfall:\nArtifact removal and can do 2(creature of your choice's strength) damage to target creature you want to be stepped on, 10 damage from Solphim, 14 from Rathalos, etc\nVandalblast:\nArtifact removal, boardwipe against artifact players when overloaded\nChaos Warp:\nPanic button that can backfire but it's effective at getting rid of an enchantment, spitting a commander back into the command zone, it can also target planeswalkers and lands\n\nDefensive:\nTibalt's Trickery:\nRed Counterspell, makes the opponent mill 1-3 cards (your choice) and then lets the opponent reveal (number of cards milled) cards from the top of their library and put a permanent among those cards onto the battlefield under their control\nDeflecting Swat:\nRedirect a removal piece targeting something you own to something they (or another opponent) owns, and it's free if you control Solphim\nUntimely Malfunction:\nA mix between a normal vandalblast and deflecting swat, you pick one mode as you cast it, but for 1generic1R it's cost efficient and versatile, alternatively you can use it to stop up to two target creatures from blocking, but that's scarely an issue ngl\n----------------------------------------------------------------------\n"},{"attributes":{"bold":true},"insert":"Sorceries:"},{"insert":"\nOffensive:\n\nChain Lightning:\nUse it to zap a damage reflection creature you own to have them output doubled damage, and since you cast it on your own creature you can recast chain lightning unless it's countered or your reflection creatures are removed\nChandra's Ignition:\nTarget creature you control does 2(creature's strength) damage to each opponent and each creature they control, amazing one-sided boardwipe, Solphim does 10, Rathalos 14\nTrial of Agony:\nYou pick two creatures that target player owns, they then pick which one will take 10 damage and which creature will lose the ability to block this turn, amazing to remove someones two deathtouch creatures or flyers\nPrisoner's Dilemma:\nA voting effect which I will detail bc it is a bit confusing;\nIf "},{"attributes":{"underline":true},"insert":"everyones votes for silence"},{"insert":", it will do 8 damage to everyone,\nIf "},{"attributes":{"underline":true},"insert":"everyone votes snitch"},{"insert":", it will do 16 damage to everyone,\nIf "},{"attributes":{"underline":true},"insert":"two people vote silence and one votes snitch"},{"insert":", "},{"attributes":{"underline":true},"insert":"the two people who voted silence will take 24 damage"},{"insert":"\nThis spell is an amazing mindgame and can take some heat off of you if people are stupid and lash out against the person who snitched\nCrackle with Power:\nIf you have a lot of mana, this will end the game for you. Simple as, it will do X damage first multiplied on the card by 5 due to its own effect, and then Solphim doubles that number, paying 3 mana into each X on this spell makes it do 15 damage at base, doubled into 30 by Solphim\n\nUtility:\nGamble:\nTutor for a card, add it to your hand, shuffle your deck, discard a random card from your card, treat yourself\nJeska's Will:\nIf someone is fat and greedy and has many cards in hand, you get a lot of mana, control Solphim for the second effect and you can get some insane value from this \n(for example, a turn 4 Rathalos or Combustion Man)\nGrab the Prize:\nA little ping and some card draw, not particularly potent but 4 damage is 4 damage\nMana Geyser:\nFeeds Directly into things like Crackle with Power, if everyone is tapped out you get a lot of mana. Hurt them.\n---------------------------------------------------------------\n"},{"attributes":{"bold":true},"insert":"Enchantments:"},{"insert":"\n\nOffensive:\nMaddening Hex:\nMy personal favourite, stick it to an opponent and when they next cast a noncreature spell you roll a d6 and they take damage equal to the result, doesn't seem scary until Solphim doubles the 6 into a 12 out of nowhere, it then sticks to another random opponent, delicious if there's only two opponents since it just bounces back and forth in such cases\nFive-Alarm Fire:\nWhen you have five counters on it, deal 10 damage for no mana cost\nBurning Anger:\nLets a creature do 2(creature strength) to any target at the cost of tapping the creature, handy-dandy if someone has propaganda and/or ghostly prison or Norn's Annex, Solphim does 10, Rathalos does 14\nCurse of Opulence:\nStick it to a player to incentivise your opponents into not mauling you to death immediately, gives you gold tokens whenever the stuck player is attacked (on declaration, not on hit) but also gives that player a gold token\nCurse of Hospitality:\nCreatures attacking stuck player have Trample, and when a creature hits that player it steals the top card off their library for you to play this turn for any mana colour (does not include colourless)\nEnchanter's Bane:\nMan nice 5 cmc enchantment you got there...be a real shame if you took 10 damage at your upkeep unless you sacrifice it, wouldn't it?\nSticky Fingers:\nWhen enchanted creature hits a player, you get a treasure and when the creature dies you draw a card, salacious if you can get it on Fear of Being Hunted or Professional Face-Breaker\nLost in Memories:\nSmall stat bump, enchanted creature gives an instant or sorcery in your graveyard flashback when it hits a player\nEarthbind:\nDeals 4 damage and stops a flying creature from flying, no bro I don't wan't to let your 42/42 Sin keep flying\nWarpstorm Surge:\nWhen a creature you control enters, it does 2(creature power) to any target\nThe Flux:\nA saga that deals damage as it enters, and then gives one impulse draw for four turns before dumping 6R on you on turn 6, lines up pretty well with things like crackle with power or just giving you an extra cast in the lategame in general\n\nUtility:\nExpedited Inheritence:\nWhen a creature you control takes damage, you may exile (damage) amount of cards and play them from exile until end of turn, useful in punchy games but can potentially muck you over so don't go overboard with it\nStolen Strategy:\nTurn-per-turn theft, might give you something good\n------------------------------------------------------------------------------\n"},{"attributes":{"bold":true},"insert":"Artifacts:"},{"insert":"\nMana Rocks: Sol Ring, Arcane Signet, Fellwar Stone, Mind Stone, Throne of Eldraine, Explosive Barrel\nCost Reduction: Ruby Medallion\nDraw: Throne of Eldraine, Endless Atlas\nProtection: lmao not anymore\nLand-Hybrid: Brass' Tunnel Grinder\nPump: Chainsaw\nUtility: Panoptic Mirror\nNotes:\nChainsaw does 6 damage on entering if you save it for after Solphims Entrance, and it only gains 1 rev counter per instance of "},{"attributes":{"underline":true},"insert":"one or more"},{"insert":" creatures dying, wether it's 1 or 200 creatures dying at the same time is irrelevant, it only gains 1 rev counter\nExplosive Barrel is a mana rock (expensive one I know but hear me out 40 damage to a creature is pretty awesome)\nPanoptic Mirror can be incredibly tricksy, pay for a spell once and it'll keep recasting at the beginning of each of your turns until the mirror is removed, ideally you use something lowkey like a lightning bolt so people don't obliterate the mirror, but the hustle of imprinting something like Chandra's Ignition is pretty swag too\n----------------------------------------------------------------------\nPlaneswalker: Chandra, Fire Artisan\nShe's basically just here for impulse draw, but Solphim doubles her loyalty counter damage, so people won't want to muck with her unnecessarily\n----------------------------------------------------------------------\nButtered Biscuits of Solphim:\nIn this category I'll go over some basic ruinous card interactions, this deck has no infinites, but why would we need those when our spells/effects are chunking for 6-24 damage on average?\n\nThe Polycule:\nKarlach and Bloodthirster both give additonal combat phases, with Karlach untapping attacking creatures in the first combat each turn, which doubles the attack triggers of your problematic punchers, Rathalos, Combustion Man and Overlord of the Boilerbilges, these attack triggers can hit players directly, which will then trigger Fear of Burning Alive for 8-10\n\nThe Reflection Doomsquad:\nBrash Taunter, Screaming Nemesis, Coalhauler Swine, and Stuffy Doll all take damage and "},{"attributes":{"bold":true},"insert":"reflect it"},{"insert":", as "},{"attributes":{"bold":true},"insert":"sources you control"},{"insert":", they double incoming damage as reflection.\n12/12 without trample"},{"attributes":{"bold":true},"insert":" "},{"insert":"attacking you becomes 24 damage reflected, which is nominable for Brash Taunter, Screaming Nemesis and Coalhauler Swine, but Stuffy Doll has a fixed target you declare as it enters, regardless, these four are trouble for people without destroy, exile or -1/-1 counter effects\n\nScreamer Killer and Stalking Vengeance:\nThese fine gentlemen aren't really a chaining/effective card effect set, however they do let you beat people in the face for sizeable damage for playing the game normally.\nScreamer Killer lets you do 10 damage anytime a creature with cmc5 or greater enters under your control\nStalking Vengeance lets you do 2(dying creatures power) to any target when a creature other than itself dies\nThese two go something like this:\n\"I tap seven and play Rathalos from my hand (pause for responses (none)), as he enters screamer killer will do 10 damage to spongebob player directly\" - you (humongous largebrain)\n\"After he resolves I will cast Terror, destroying target nonblack creature, target being Rathalos (pause for responses (none)\" - spongebob player (dimunitive smallbrain)\n\"...Alright, as Rathalos dies, Stalking Veangeance will have Rathalos do 14 damage to spongebob player directly\" - you\n\"(sounds of a person becoming a rice crispy treat)\" - spongebob player\n\nHumungous Ping:\nRazarokin Needlehead, Gleeful Arsonist, Ojer Axonil and Solphim make for a deadly ping number since your opponents have to determine which replacement effect to trigger first, most commonly people will choose Solphim and Then Ojer Axonil to only take 4 damage.\nAt base this will have elevate the pings to 4 damage each, however if you give Ojer Axonil the chainsaw and have kill many people as you should be, then his power will of course be higher, and therefore so will your pings, Ojer Axonil with 11 power turns the aforementioned pings into 11 damage chunks, which is especially nasty on something as trivial as card draw with Razorkin Needlehead\n\nThe Devils:\nNot necessarily an interaction, but there are two devils that effectively grant flashback:\nCharmbreaker Devils give a random instant or sorcery in your graveyard flashback until end of turn, and get a +4 strength pump once per turn, until end of turn when you cast an instant or sorcery\nWildire Devils:\nRandomly chooses a player, who then exiles an instant or sorcery of their choice from their graveyard, you then cast a copy of that card for free, could end up being something cool, like a draw card spell from a blue player\n\nPanoptic Mirror Shenanigans:\nAs you can probably imagine, Panoptic Mirror has a lot of uses in pretty much every deck, I only ever hear it being used for infinite extra turns since it gives you an extra turn on upkeep, but I want it here to innovate and inspire some strange imprints despite the somewhat limited range the mirror has given the small-ish amount of instants and sorceries in the deck.\nIf nothing else, the Panoptic Mirror will be a magnet for removal, bc it's a game changer and people don't want to muck around and find out what you're planning with it, why wouldn't they remove the thing that's giving you a free Jeska's Will every turn?\n\nZhao the Moonslayer, a Disclaimer:\nZhao the Moonslayer, he does technically have 'Mass land Denial', which would automatically upgrade this deck to a bracket 4 deck as per many peoples expectations, however, this is subjective, many people argue that he doesn't count as 'Mass Land Denial' because not only is he easy to remove as a creature, but also because he doesn't outright restrict or kill down your lands like the Winter Orb or Blood Moon.\nHis emblem ability does give him 'Mass Land Denial', however it does in fact cost 7 mana, and this deck is not building towards him doing this as a gameplan, he is here to slow down his opponents as a punishment for fielding too many nonbasic lands and letting you get an early mana advantage in a more cuthroat game, assuming you draw him in your opening hand at all.\nI choose to not consider his 'Mass Land Denial' as such and keep this as a bracket 3 deck simply due to how long it taskes to consider using his emblem ability, which will cut your own heel if you ramp into it and waste a turn's mana on it in the mid-game where other players are making much more drastic plays. You cannot afford to use his ability unless it will put you in a 100% upper hand scenario by denying players the colours they need from their nonbasic lands, at which point he is fulfilling his purpose as a card in punishing nonbasic land spam and cutting the heel of WUBRG decks spamming trio/duo colour lands.\nHe's also lwk a 2/2 so as little a lightning bolt removes him.\n-----------------------------------------------------------------------------\nThis about concludes my breakdown of the deck, aurafarm with Solphim or Rathalos will find you.\n"},{"insert":{"image":"https://i.redd.it/pp4q877bx7ee1.png"}},{"insert":"\n"}]}
Commander
Solphim, Mayhem Dominus
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals double that damage to that player or permanent instead.
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Commander
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Artifact
Artifact
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Burn
Fear of Burning Alive
When this creature enters, it deals 4 damage to each opponent.
Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
Creature Enchantment - Nightmare

Gleeful Arsonist
Whenever an opponent casts a noncreature spell, this creature deals damage equal to its power to that player.
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 - Human Wizard

Ojer Axonil, Deepest Might
Trample
If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.
When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.
When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - God


Prisoner's Dilemma
Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence.
Flashback
Flashback
Sorcery

Burn
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Copy
Summon: G.F. Cerberus
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
II — Double — When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy.
III — Triple — When you next cast an instant or sorcery spell this turn, copy it twice. You may choose new targets for the copies.
I — Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
II — Double — When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy.
III — Triple — When you next cast an instant or sorcery spell this turn, copy it twice. You may choose new targets for the copies.
Creature Enchantment - Saga Dog

Copy
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Draw
Brass's Tunnel-Grinder
When Brass's Tunnel-Grinder enters, discard any number of cards, then draw that many cards plus one.
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
Legendary Artifact


Chandra, Fire Artisan
Whenever one or more loyalty counters are removed from Chandra, she deals that much damage to target opponent or planeswalker.
+1: Exile the top card of your library. You may play it this turn.
−7: Exile the top seven cards of your library. You may play them this turn.
+1: Exile the top card of your library. You may play it this turn.
−7: Exile the top seven cards of your library. You may play them this turn.
Legendary Planeswalker - Chandra

Curse of Hospitality
Enchant player
Creatures attacking enchanted player have trample.
Whenever a creature deals combat damage to enchanted player, that player exiles the top card of their library. Until end of turn, that creature's controller may play that card and they may spend mana as though it were mana of any color to cast that spell.
Creatures attacking enchanted player have trample.
Whenever a creature deals combat damage to enchanted player, that player exiles the top card of their library. Until end of turn, that creature's controller may play that card and they may spend mana as though it were mana of any color to cast that spell.
Enchantment - Aura Curse

The Flux
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.)
I — This Saga deals 4 damage to target creature an opponent controls.
II, III, IV, V — Exile the top card of your library. You may play that card this turn.
VI — Add six .
I — This Saga deals 4 damage to target creature an opponent controls.
II, III, IV, V — Exile the top card of your library. You may play that card this turn.
VI — Add six .
Enchantment - Saga

Draw
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Finisher
Karlach, Fury of Avernus
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Barbarian Tiefling

Finisher
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Land
Land
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Protection
Protection
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Pump
Pump
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Ramp
Ragavan, Nimble Pilferer
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
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.)
Legendary Creature - Pirate Monkey

Sticky Fingers
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchantment - Aura

Ramp
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Recursion
Lost in Memories
Flash
Enchant creature you control
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost." (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Enchant creature you control
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost." (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Enchantment - Aura

Recursion
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Removal
Balor
Flying
Whenever this creature attacks or dies, choose one or more. Each mode must target a different player.
• Target opponent draws three cards, then discards three cards at random.
• Target opponent sacrifices a nontoken artifact of their choice.
• This creature deals damage to target opponent equal to the number of cards in their hand.
Whenever this creature attacks or dies, choose one or more. Each mode must target a different player.
• Target opponent draws three cards, then discards three cards at random.
• Target opponent sacrifices a nontoken artifact of their choice.
• This creature deals damage to target opponent equal to the number of cards in their hand.
Creature - Demon

Overlord of the Boilerbilges
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, it deals 4 damage to any target.
Whenever this permanent enters or attacks, it deals 4 damage to any target.
Creature Enchantment - Avatar Horror

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

Removal
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Stax
Stax
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Deck Info
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{"ops":[{"insert":"Hello this is Bong Bong; \t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\nI have no idea how to make a red deck so this is my chud homunculous son whom I love.\nOur commander is the fine gentleman Solphim whom'st will double our noncombat damage (yeah, all of it)\nTL:DR for this deck is literally just double 3's and 4's into much more dangerous numbers and try to build up to that juicy crackle with power table kill.\n"},{"attributes":{"underline":true,"bold":true},"insert":"For the sake of simplicity in writing I will always write with Solphim's damage doubling in effect unless attempting to emphasize his effect."},{"insert":"\n-------------------------------------------------------------------\nGame Plan:\nPeople lowkey don't really read other people's commanders for some reason so until you start doing 6-8 damage fireballs to someones face/creatures people won't really care about you because your early game isn't the fastest thing and usually there's another player at the table that draws the ire of the other players first.\nUse this to your advantage; play some mana rocks, find your impulse draw engines, get a creature with sticky fingers/face-breaker out and nab some treasures, "},{"attributes":{"bold":true},"insert":"PLAY SOLPHIM ON A TURN WHERE YOU CAN KILL SOMEONE OR AT LEAST CHUNK THEM FOR HALF THEIR LIFE"},{"insert":", if you have rathalos in hand, play him "},{"attributes":{"underline":true},"insert":"the turn before"},{"insert":" Solphim so Rathalos immediately drops a double-damage attack trigger\nBalor, Karlach and Rathalos are all in a polycule, Solphim walks so the polycule can fly\n-------------------------------------------------------------------\n"},{"attributes":{"bold":true},"insert":"Early Game: "},{"insert":"(turn 1+)\nLands, Mana rocks, ideally sol ring, an early throne of eldraine or war room is umazing, sticky fingers on something cheap is even better (double treasures on face-breaker for example), 'help' the board deal with the early threat player by sticking curse of opulence onto them for an early treasure/gold hegemony.\nPlaying Needlehead early will get you mauled to death so hold off on that dubious critter, ideally you can play goblin kaboomist early and luck into him living so you can keep his landmine production until you become a threat.\n-------------------------------------------------------------------\n"},{"attributes":{"bold":true},"insert":"Mid Game: "},{"insert":"(turn 3+)\nAt this point you should have Solphim on the board if you don't already, and in this part of the game is when you want to be dropping creatures like Combustion Man, Rathalos, Balor, Karlach and Charmbreaker Devils to really ramp up the value from Solphim. \nFor example, Rathalos does 4 damage to a target and two more sets of 3 damage to two other "},{"attributes":{"underline":true},"insert":"different"},{"insert":" targets, which Solphim "},{"attributes":{"bold":true},"insert":"doubles into 8 and two 6's"},{"insert":" on top of Rathalos hitting for 7 flying.\nCombustion Man lets you destroy lands from under an opponents hands, they can deny this but take "},{"attributes":{"bold":true},"insert":"double Combustion Man's power as damage as a penalty"},{"insert":"\nBalor does "},{"attributes":{"bold":true},"insert":"2(number of cards in target players hand) "},{"insert":"as damage as he attacks and forces sacrifices\nYour ping effects like razorkin needlehead and gleeful arsonist ping for piddly 1 damage, however Ojer Axonil is here, whom raises your ping values to 4, razorkin pings opponents for 4 damage for each card they draw.\nWith Ojer Axonil and Solphim on the board, Goblin Sharpshooter does "},{"attributes":{"bold":true},"insert":"4 damage"},{"insert":" on tap, and then untaps, he is incredibly efficient at clearing the board for you, so consider using your "},{"attributes":{"bold":true},"insert":"Gamble"},{"insert":" to fetch Ojer Axonil if you're missing him\nIdeally cast The Flux on turn 4 or 5 so it doesn't start up too late but it's not a big issue if you can't dw\n-------------------------------------------------------------------\n"},{"attributes":{"bold":true},"insert":"Late Game:"},{"insert":" (turn 6+)\nBy this point in the game, either you are dead, you are a massive threat and people at the table will come together to demolish you, "},{"attributes":{"bold":true},"insert":"or"},{"insert":", it's only you and one other person left and it's a race to see who removes the others saving grace first to win out the game. If the last opponent has nothing to save them, they may concede.\nAt this point you ideally have vandalblast in hand and enough mana to overload it, or have chaos warp ready to remove the enchantment giving the last opponent \"one more turn\".\nIf you placed five-alarm fire earlier, it may have enough counters on it to do 10 damage to their face.\nThere's not much to this phases gameplan you just fireball them with noncambat damage or probably lose at this point assuming your opponent actually has a boardstate, if they don't have blockers you run them over with creatures, if they do you kill their blockers and then run them over.\n-------------------------------------------------------------------\nI wanted to seperate gameplan from instants, sorceries and enchantments bc they have a good range of application from dealing double damage and/or being cheap removal\n"},{"attributes":{"bold":true},"insert":"Instants:"},{"insert":"\n\nOffensive:\nLighting Bolt & Lighting Strike:\nThey do the same thing: 6 damage to whatever you want as long as Solphim is aurafarming on your board\nGiantfall:\nArtifact removal and can do 2(creature of your choice's strength) damage to target creature you want to be stepped on, 10 damage from Solphim, 14 from Rathalos, etc\nVandalblast:\nArtifact removal, boardwipe against artifact players when overloaded\nChaos Warp:\nPanic button that can backfire but it's effective at getting rid of an enchantment, spitting a commander back into the command zone, it can also target planeswalkers and lands\n\nDefensive:\nTibalt's Trickery:\nRed Counterspell, makes the opponent mill 1-3 cards (your choice) and then lets the opponent reveal (number of cards milled) cards from the top of their library and put a permanent among those cards onto the battlefield under their control\nDeflecting Swat:\nRedirect a removal piece targeting something you own to something they (or another opponent) owns, and it's free if you control Solphim\nUntimely Malfunction:\nA mix between a normal vandalblast and deflecting swat, you pick one mode as you cast it, but for 1generic1R it's cost efficient and versatile, alternatively you can use it to stop up to two target creatures from blocking, but that's scarely an issue ngl\n----------------------------------------------------------------------\n"},{"attributes":{"bold":true},"insert":"Sorceries:"},{"insert":"\nOffensive:\n\nChain Lightning:\nUse it to zap a damage reflection creature you own to have them output doubled damage, and since you cast it on your own creature you can recast chain lightning unless it's countered or your reflection creatures are removed\nChandra's Ignition:\nTarget creature you control does 2(creature's strength) damage to each opponent and each creature they control, amazing one-sided boardwipe, Solphim does 10, Rathalos 14\nTrial of Agony:\nYou pick two creatures that target player owns, they then pick which one will take 10 damage and which creature will lose the ability to block this turn, amazing to remove someones two deathtouch creatures or flyers\nPrisoner's Dilemma:\nA voting effect which I will detail bc it is a bit confusing;\nIf "},{"attributes":{"underline":true},"insert":"everyones votes for silence"},{"insert":", it will do 8 damage to everyone,\nIf "},{"attributes":{"underline":true},"insert":"everyone votes snitch"},{"insert":", it will do 16 damage to everyone,\nIf "},{"attributes":{"underline":true},"insert":"two people vote silence and one votes snitch"},{"insert":", "},{"attributes":{"underline":true},"insert":"the two people who voted silence will take 24 damage"},{"insert":"\nThis spell is an amazing mindgame and can take some heat off of you if people are stupid and lash out against the person who snitched\nCrackle with Power:\nIf you have a lot of mana, this will end the game for you. Simple as, it will do X damage first multiplied on the card by 5 due to its own effect, and then Solphim doubles that number, paying 3 mana into each X on this spell makes it do 15 damage at base, doubled into 30 by Solphim\n\nUtility:\nGamble:\nTutor for a card, add it to your hand, shuffle your deck, discard a random card from your card, treat yourself\nJeska's Will:\nIf someone is fat and greedy and has many cards in hand, you get a lot of mana, control Solphim for the second effect and you can get some insane value from this \n(for example, a turn 4 Rathalos or Combustion Man)\nGrab the Prize:\nA little ping and some card draw, not particularly potent but 4 damage is 4 damage\nMana Geyser:\nFeeds Directly into things like Crackle with Power, if everyone is tapped out you get a lot of mana. Hurt them.\n---------------------------------------------------------------\n"},{"attributes":{"bold":true},"insert":"Enchantments:"},{"insert":"\n\nOffensive:\nMaddening Hex:\nMy personal favourite, stick it to an opponent and when they next cast a noncreature spell you roll a d6 and they take damage equal to the result, doesn't seem scary until Solphim doubles the 6 into a 12 out of nowhere, it then sticks to another random opponent, delicious if there's only two opponents since it just bounces back and forth in such cases\nFive-Alarm Fire:\nWhen you have five counters on it, deal 10 damage for no mana cost\nBurning Anger:\nLets a creature do 2(creature strength) to any target at the cost of tapping the creature, handy-dandy if someone has propaganda and/or ghostly prison or Norn's Annex, Solphim does 10, Rathalos does 14\nCurse of Opulence:\nStick it to a player to incentivise your opponents into not mauling you to death immediately, gives you gold tokens whenever the stuck player is attacked (on declaration, not on hit) but also gives that player a gold token\nCurse of Hospitality:\nCreatures attacking stuck player have Trample, and when a creature hits that player it steals the top card off their library for you to play this turn for any mana colour (does not include colourless)\nEnchanter's Bane:\nMan nice 5 cmc enchantment you got there...be a real shame if you took 10 damage at your upkeep unless you sacrifice it, wouldn't it?\nSticky Fingers:\nWhen enchanted creature hits a player, you get a treasure and when the creature dies you draw a card, salacious if you can get it on Fear of Being Hunted or Professional Face-Breaker\nLost in Memories:\nSmall stat bump, enchanted creature gives an instant or sorcery in your graveyard flashback when it hits a player\nEarthbind:\nDeals 4 damage and stops a flying creature from flying, no bro I don't wan't to let your 42/42 Sin keep flying\nWarpstorm Surge:\nWhen a creature you control enters, it does 2(creature power) to any target\nThe Flux:\nA saga that deals damage as it enters, and then gives one impulse draw for four turns before dumping 6R on you on turn 6, lines up pretty well with things like crackle with power or just giving you an extra cast in the lategame in general\n\nUtility:\nExpedited Inheritence:\nWhen a creature you control takes damage, you may exile (damage) amount of cards and play them from exile until end of turn, useful in punchy games but can potentially muck you over so don't go overboard with it\nStolen Strategy:\nTurn-per-turn theft, might give you something good\n------------------------------------------------------------------------------\n"},{"attributes":{"bold":true},"insert":"Artifacts:"},{"insert":"\nMana Rocks: Sol Ring, Arcane Signet, Fellwar Stone, Mind Stone, Throne of Eldraine, Explosive Barrel\nCost Reduction: Ruby Medallion\nDraw: Throne of Eldraine, Endless Atlas\nProtection: lmao not anymore\nLand-Hybrid: Brass' Tunnel Grinder\nPump: Chainsaw\nUtility: Panoptic Mirror\nNotes:\nChainsaw does 6 damage on entering if you save it for after Solphims Entrance, and it only gains 1 rev counter per instance of "},{"attributes":{"underline":true},"insert":"one or more"},{"insert":" creatures dying, wether it's 1 or 200 creatures dying at the same time is irrelevant, it only gains 1 rev counter\nExplosive Barrel is a mana rock (expensive one I know but hear me out 40 damage to a creature is pretty awesome)\nPanoptic Mirror can be incredibly tricksy, pay for a spell once and it'll keep recasting at the beginning of each of your turns until the mirror is removed, ideally you use something lowkey like a lightning bolt so people don't obliterate the mirror, but the hustle of imprinting something like Chandra's Ignition is pretty swag too\n----------------------------------------------------------------------\nPlaneswalker: Chandra, Fire Artisan\nShe's basically just here for impulse draw, but Solphim doubles her loyalty counter damage, so people won't want to muck with her unnecessarily\n----------------------------------------------------------------------\nButtered Biscuits of Solphim:\nIn this category I'll go over some basic ruinous card interactions, this deck has no infinites, but why would we need those when our spells/effects are chunking for 6-24 damage on average?\n\nThe Polycule:\nKarlach and Bloodthirster both give additonal combat phases, with Karlach untapping attacking creatures in the first combat each turn, which doubles the attack triggers of your problematic punchers, Rathalos, Combustion Man and Overlord of the Boilerbilges, these attack triggers can hit players directly, which will then trigger Fear of Burning Alive for 8-10\n\nThe Reflection Doomsquad:\nBrash Taunter, Screaming Nemesis, Coalhauler Swine, and Stuffy Doll all take damage and "},{"attributes":{"bold":true},"insert":"reflect it"},{"insert":", as "},{"attributes":{"bold":true},"insert":"sources you control"},{"insert":", they double incoming damage as reflection.\n12/12 without trample"},{"attributes":{"bold":true},"insert":" "},{"insert":"attacking you becomes 24 damage reflected, which is nominable for Brash Taunter, Screaming Nemesis and Coalhauler Swine, but Stuffy Doll has a fixed target you declare as it enters, regardless, these four are trouble for people without destroy, exile or -1/-1 counter effects\n\nScreamer Killer and Stalking Vengeance:\nThese fine gentlemen aren't really a chaining/effective card effect set, however they do let you beat people in the face for sizeable damage for playing the game normally.\nScreamer Killer lets you do 10 damage anytime a creature with cmc5 or greater enters under your control\nStalking Vengeance lets you do 2(dying creatures power) to any target when a creature other than itself dies\nThese two go something like this:\n\"I tap seven and play Rathalos from my hand (pause for responses (none)), as he enters screamer killer will do 10 damage to spongebob player directly\" - you (humongous largebrain)\n\"After he resolves I will cast Terror, destroying target nonblack creature, target being Rathalos (pause for responses (none)\" - spongebob player (dimunitive smallbrain)\n\"...Alright, as Rathalos dies, Stalking Veangeance will have Rathalos do 14 damage to spongebob player directly\" - you\n\"(sounds of a person becoming a rice crispy treat)\" - spongebob player\n\nHumungous Ping:\nRazarokin Needlehead, Gleeful Arsonist, Ojer Axonil and Solphim make for a deadly ping number since your opponents have to determine which replacement effect to trigger first, most commonly people will choose Solphim and Then Ojer Axonil to only take 4 damage.\nAt base this will have elevate the pings to 4 damage each, however if you give Ojer Axonil the chainsaw and have kill many people as you should be, then his power will of course be higher, and therefore so will your pings, Ojer Axonil with 11 power turns the aforementioned pings into 11 damage chunks, which is especially nasty on something as trivial as card draw with Razorkin Needlehead\n\nThe Devils:\nNot necessarily an interaction, but there are two devils that effectively grant flashback:\nCharmbreaker Devils give a random instant or sorcery in your graveyard flashback until end of turn, and get a +4 strength pump once per turn, until end of turn when you cast an instant or sorcery\nWildire Devils:\nRandomly chooses a player, who then exiles an instant or sorcery of their choice from their graveyard, you then cast a copy of that card for free, could end up being something cool, like a draw card spell from a blue player\n\nPanoptic Mirror Shenanigans:\nAs you can probably imagine, Panoptic Mirror has a lot of uses in pretty much every deck, I only ever hear it being used for infinite extra turns since it gives you an extra turn on upkeep, but I want it here to innovate and inspire some strange imprints despite the somewhat limited range the mirror has given the small-ish amount of instants and sorceries in the deck.\nIf nothing else, the Panoptic Mirror will be a magnet for removal, bc it's a game changer and people don't want to muck around and find out what you're planning with it, why wouldn't they remove the thing that's giving you a free Jeska's Will every turn?\n\nZhao the Moonslayer, a Disclaimer:\nZhao the Moonslayer, he does technically have 'Mass land Denial', which would automatically upgrade this deck to a bracket 4 deck as per many peoples expectations, however, this is subjective, many people argue that he doesn't count as 'Mass Land Denial' because not only is he easy to remove as a creature, but also because he doesn't outright restrict or kill down your lands like the Winter Orb or Blood Moon.\nHis emblem ability does give him 'Mass Land Denial', however it does in fact cost 7 mana, and this deck is not building towards him doing this as a gameplan, he is here to slow down his opponents as a punishment for fielding too many nonbasic lands and letting you get an early mana advantage in a more cuthroat game, assuming you draw him in your opening hand at all.\nI choose to not consider his 'Mass Land Denial' as such and keep this as a bracket 3 deck simply due to how long it taskes to consider using his emblem ability, which will cut your own heel if you ramp into it and waste a turn's mana on it in the mid-game where other players are making much more drastic plays. You cannot afford to use his ability unless it will put you in a 100% upper hand scenario by denying players the colours they need from their nonbasic lands, at which point he is fulfilling his purpose as a card in punishing nonbasic land spam and cutting the heel of WUBRG decks spamming trio/duo colour lands.\nHe's also lwk a 2/2 so as little a lightning bolt removes him.\n-----------------------------------------------------------------------------\nThis about concludes my breakdown of the deck, aurafarm with Solphim or Rathalos will find you.\n"},{"insert":{"image":"https://i.redd.it/pp4q877bx7ee1.png"}},{"insert":"\n"}]}



























































