1.1k views9 days ago
Commander
Size: 100Salt sum: 42.22
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roquepa

1.1k views9 days ago
Commander
Size: 100Salt sum: 42.22

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{"ops":[{"insert":"Deck's description"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis deck plans to leverage having a 2 mana dork in the command zone in order to ramp for 2 or more mana on turn 3 and get to 8 mana on turn 4. From there, the deck aims to drop big bomb after big bomb to overwhelm and control the table while building a big board or some sort of engine that will end the game.\n\nHow does this deck generate value?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nCard Advantage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe commander comes with a rummage ability, which gives you some ability to hand-sculpt a bit early on. From there, card draw tends to come in the form of engines, like "},{"insert":{"card-link":"Shantotto, Tactician Magician"}},{"insert":" or "},{"insert":{"card-link":"Tanufel Rimespeaker"}},{"insert":", or big draw spells like "},{"insert":{"card-link":"Will of the Temur"}},{"insert":". Deck also has some ways to generate virtual card draw, like "},{"insert":{"card-link":"Inspired Skypainter // Maestro's Gift"}},{"insert":" or alternate casting costs that lets us reuse cards from the graveyard, like "},{"insert":{"card-link":"Ignite the Future"}},{"insert":".\n\nSince the deck only gets to play a single land per turn, if you start drawing a lot, your hand will inevitably start getting filled with more lands than you know what to do with. Due to this, the discard effects the deck runs are almost always best used by discarding a land in order to get something else. This includes the commander, which can be flipped back in order to cycle lands away (note that you first get the mana from the backside and then flip, so you are only losing 1 mana this turn and 1 mana the following turn to flip back by doing this). Albeit not a discard effect per se, "},{"insert":{"card-link":"Valakut Awakening // Valakut Stoneforge"}},{"insert":" is probably the best effect for this, since it puts all those extra lands in the bottom of the library in one fell swoop and the deck has almost no built in way to shuffle.\n\nRamp"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nAs explained earlier, the whole idea the deck revolves around is dropping the commander on turn 2, flipping it on turn 3 and playing a 4 mana ramp spell and thus get to 8 mana on turn 4. For this to work, you need to be careful with your lands. Not only you need to get to 4 by turn 4, but also you need to make sure that on turn 2 you have one land that can tap for red and another that can tap for blue. Without that, we cannot cast the commander and flip it the following turn.\n\n"},{"insert":{"card-link":"Big Score"}},{"insert":" and the likes can work as a temporary replacement for a mana rock that allows you to move the deck a bit and also get to 8 mana on turn 4. They are also much better top decks later on, so think of them as glue that keeps the deck together.\n\nNon-legendary clone effects like "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" or "},{"insert":{"card-link":"Spark Double"}},{"insert":" can also act as ramp in turn 4 by copying the commander's backside, while also being much, much more useful later on.\n\nThe deck also runs a lot of effects that mana cheat in some capacity, like "},{"insert":{"card-link":"Aminatou's Augury"}},{"insert":" or "},{"insert":{"card-link":"Sunbird's Invocation"}},{"insert":", or generate big amounts of mana, like "},{"insert":{"card-link":"Neheb, the Eternal"}},{"insert":" or "},{"insert":{"card-link":"Goldspan Dragon"}},{"insert":", that helps us with chaining a lot of these big spells back to back.\n\nThanks to a mix of all of this, it is not rare to end up casting 40 mana worth of spells in a single turn later on. The only moment this deck is really weak to a counterspell effect or to spot removal is in turns 4 and 5, past that, you just don't care much unless the counterspell somehow disrupts the flow of cards and leave you with an empty hand. "},{"insert":{"card-link":"Mana Sculpt"}},{"insert":" in particular is great to have early on, since it is enabled by the commander's backside and it opens up very explosive turns once you get all that mana back the following turn.\n\nHow does this deck interact and stay alive?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOne of the strongest things this deck can do is dropping an asymmetrical boardwipe, like "},{"insert":{"card-link":"Call Forth the Tempest"}},{"insert":" or "},{"insert":{"card-link":"Disaster Radius"}},{"insert":" on turns 4 or 5 in order to regain all the tempo lost ramping.\n\nThe most delicate turns for this deck are turns 4 and 5, were you are dropping your first big spells. Getting countered there or eating a removal hurts a lot (way more than getting your commander removed early), so not using all the mana available and leaving one to three mana open is always a good choice. The deck runs a healthy amount of redirects and counterspells and gets to draw a lot, so you will probably see at least two of them in a game.\n\nThis deck gets to run a lot of removal engines, cards like "},{"insert":{"card-link":"Tyrant's Familiar"}},{"insert":" or "},{"insert":{"card-link":"Cityscape Leveler"}},{"insert":", that can slow down the game a lot for the opponents and control the table quite well, specially when you start cloning them.\n\nOne very strong line the deck has once you are left in a 1vs1 or once the opponents are low enough on resources is using "},{"insert":{"card-link":"Pinnacle Monk // Mystic Peak"}},{"insert":" to reccur "},{"insert":{"card-link":"Season of Weaving"}},{"insert":" over and over. You can do this by either copying the Monk and using the etb from the copy to bring it back, or by bouncing back the original and replaying it, which lets you copy something else. Cloning mana rocks can help you get to the critical amount of mana needed to play an actual threat and start cloning it over and over while still bouncing back everything else.\n\nHow does this deck win?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis deck wins by slowing down the game enough that a bunch of big fliers or some burn effects get to close down the game.\n\nCloning is one of the best ways this deck has of getting a critical mass of threatening game pieces. The best card to ever do it is "},{"insert":{"card-link":"Storm of Saruman"}},{"insert":", that acts as a clone engine for the deck and even gets to create clones of legendary creatures. It can also copy non-creature permanents, which can lead to very fun boardstates."},{"insert":{"card-link":"Inspired Skypainter // Maestro's Gift"}},{"insert":" is also amazing in this regard, since you can make a copy of itself first, attack with it so both re-prepare, and then start dumping mana in copying big creatures instead of casting.\n\nThe best dedicated finishers this deck runs are:\n\n"},{"insert":{"card-link":"Ovika, Enigma Goliath"}},{"insert":" generates so many 1/1s that you can overwhelm any table after a few turns. Since it functionally has hexproof, it is not that hard to convert casting it into a win a couple of turns later."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"This only works against dedicated artifact decks, but"},{"insert":{"card-link":"Hellkite Tyrant"}},{"insert":" can steal a win out of nowhere. The deck also runs a lot of treasure gen and several artifacts, so you don't even need to steal the whole 20 to get there."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Magmatic Force"}},{"insert":" doubles down as a removal engine and a threat that can slowly grind down games. This is also one of the best clone targets the deck runs."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" once copied once or twice just bans non-lands for your opponents."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Thor, God of Thunder"}},{"insert":" on its own is a worse Magmatic Force when it comes to finishing down the game, but once you have "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" or "},{"insert":{"card-link":"Multiversal Recruitment"}},{"insert":", either in hand or in the graveyard, it becomes one of the fastest threats the deck has. The newly created clone can exile the clone effect you just casted, so by dumping all the mana, you get to have 1 Thor for every 4 mana you have, and each Thor deals 4 damage each time you cast the clone effect."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Surge to Victory"}},{"insert":" with 5 or so fliers can functionally end the game if you have a big enough spell in the graveyard, something like "},{"insert":{"card-link":"Aminatou's Augury"}},{"insert":", "},{"insert":{"card-link":"Blatant Thievery"}},{"insert":" or "},{"insert":{"card-link":"Call Forth the Tempest"}},{"insert":"."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Normally, "},{"insert":{"card-link":"Tellah, Great Sage"}},{"insert":" is there to draw, but with"},{"insert":{"card-link":"Shatterskull Smashing // Shatterskull, the Hammer Pass"}},{"insert":"it can blow every opponent at once, specially if you also combine it with "},{"insert":{"card-link":"Neheb, the Eternal"}},{"insert":"."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\nNotable exclusions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nExtra turn spells: They are too explosive with this deck, and chaining them is quite easy with the deck as is."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Game-changers: In order for this deck to fit with the power level my usual playgroup is at, I decided to not include any. If I had to, the only one that is an obvious upgrade is "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":". The rest are either mediocre, fast mana options that I don't think belong in B3, or would require some actual changes to the deck in order to make them fit. Even though it isn't a game-changer."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Other free interaction: Mainly "},{"insert":{"card-link":"Deflecting Swat"}},{"insert":". Same issue FG has. They are also both very expensive."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ways of gaining life: I like that the deck is weak to burn. The deck can be a bit frustrating sometimes when it opens up strong, that every point of damage matters helps with that a bit."},{"attributes":{"list":"ordered"},"insert":"\n"}]}

Commander

Qty: 1 Price: $1.29
Ashling, Rekindled
Whenever this creature enters or transforms into Ashling, Rekindled, you may discard a card. If you do, draw a card.
At the beginning of your first main phase, you may pay
. If you do, transform Ashling.
Legendary Creature - Elemental Sorcerer
Ashling, Rekindled // Ashling, Rimebound (ecl) 124Ashling, Rekindled // Ashling, Rimebound (ecl) 124

Commander

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Extra card advantage

Qty: 6 Price: $47.46
Inspired Tinkering
Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
Create three Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Inspired Tinkering (clb) 183
Lórien Revealed
Draw three cards.
Islandcycling
(
, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Sorcery
Lórien Revealed (ltr) 60
Pinnacle Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Djinn Monk
Pinnacle Monk // Mystic Peak (mh3) 246Pinnacle Monk // Mystic Peak (mh3) 246
Shantotto, Tactician Magician
Whenever you cast a noncreature spell, Shantotto gets +X/+0 until end of turn, where X is the amount of mana spent to cast that spell. If X is 4 or more, draw a card.
Legendary Creature - Wizard Dwarf
Shantotto, Tactician Magician (fin) 241
Tanufel Rimespeaker
Whenever you cast a spell with mana value 4 or greater, draw a card.
Creature - Wizard Elemental
Tanufel Rimespeaker (ecl) 77
Valakut Awakening
Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Instant
Valakut Awakening // Valakut Stoneforge (plst) ZNR-174Valakut Awakening // Valakut Stoneforge (plst) ZNR-174

Extra card advantage

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Extra removal

Qty: 6 Price: $38.04
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (eoc) 49
Shatterskull Smashing
Shatterskull Smashing deals X damage divided as you choose among up to two target creatures and/or planeswalkers. If X is 6 or more, Shatterskull Smashing deals twice X damage divided as you choose among them instead.
Sorcery
Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Soul-Guide Lantern
When this artifact enters, exile target card from a graveyard.
, Sacrifice this artifact: Exile each opponent's graveyard.
,
, Sacrifice this artifact: Draw a card.
Artifact
Soul-Guide Lantern (brr) 117
Sundering Eruption
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Creatures without flying can't block this turn.
Sorcery
Sundering Eruption // Volcanic Fissure (mh3) 248Sundering Eruption // Volcanic Fissure (mh3) 248
Vandalblast
Destroy target artifact you don't control.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Vandalblast (otc) 183

Extra removal

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Land

Qty: 31 (37 w/ MDFC)Price: $41.99
Cascade Bluffs
: Add
.
,
: Add
,
, or
.
Land
Cascade Bluffs (eoc) 153
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (tmc) 63
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (fic) 390
Ferrous Lake
,
: Add
.
Land
Ferrous Lake (tdc) 361
Frostboil Snarl
As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Frostboil Snarl (drc) 158
Island
(
: Add
.)
Basic Land - Island
Island (tmt) 192
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (tmt) 194
Riverglide Pathway
: Add
.
Land
Riverglide Pathway // Lavaglide Pathway (znr) 264Riverglide Pathway // Lavaglide Pathway (znr) 264
Scavenger Grounds
: Add
.
,
, Sacrifice a Desert: Exile all graveyards.
Land - Desert
Scavenger Grounds (fic) 419
Scorched Geyser
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Mountain
Scorched Geyser (soc) 54
Shivan Reef
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Shivan Reef (eoc) 179
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (ecl) 267
Stormcarved Coast
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Stormcarved Coast (inr) 285
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (eoc) 184

Land

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Protection

Qty: 7 Price: $46.89
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fdn) 160
Counterspell
Counter target spell.
Instant
Counterspell (dsc) 114
Hydroelectric Specimen
Flash
When this creature enters, you may change the target of target instant or sorcery spell with a single target to this creature.
Creature - Weird
Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240
Mana Sculpt
Counter target spell. If you control a Wizard, add an amount of
equal to the amount of mana spent to cast that spell at the beginning of your next main phase.
Instant
Mana Sculpt (sos) 57
Negate
Counter target noncreature spell.
Instant
Negate (dmu) 58
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (eoc) 46
Untimely Malfunction
Choose one —
• Destroy target artifact.
• Change the target of target spell or ability with a single target.
• One or two target creatures can't block this turn.
Instant
Untimely Malfunction (dsk) 161

Protection

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Ramp

Qty: 15 Price: $56.31
Big Score
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Big Score (fic) 290
Firemind Vessel
This artifact enters tapped.
: Add two mana of different colors.
Artifact
Firemind Vessel (cmm) 383
Hedron Archive
: Add
.
,
, Sacrifice this artifact: Draw two cards.
Artifact
Hedron Archive (blc) 275
Ichor Elixir
If you would roll one or more planar dice, instead roll that many planar dice plus one and ignore one.
: Add
.
Artifact
Ichor Elixir (moc) 46
Irenicus's Vile Duplication
Create a token that's a copy of target creature you control, except the token has flying and it isn't legendary.
Sorcery
Irenicus's Vile Duplication (clb) 78
Multiversal Recruitment
Create a token that's a copy of target creature you control, except it isn't legendary.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Multiversal Recruitment (msc) 629
Pirate's Pillage
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Pirate's Pillage (2x2) 120
Resonating Lute
Lands you control have "
: Add two mana of any one color. Spend this mana only to cast instant and sorcery spells."
: Draw a card. Activate only if you have seven or more cards in your hand.
Artifact
Resonating Lute (sos) 221
Ring of the Lucii
: Add
.
,
, Pay 1 life: Tap target nonland permanent.
Legendary Artifact
Ring of the Lucii (fin) 269
Sisay's Ring
: Add
.
Artifact
Sisay's Ring (cmr) 340
Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion
Spark Double (rvr) 62
Stonespeaker Crystal
: Add
.
,
, Sacrifice this artifact: Exile any number of target players' graveyards. Draw a card.
Artifact
Stonespeaker Crystal (clb) 450
Thran Dynamo
: Add
.
Artifact
Thran Dynamo (blc) 290
Unexpected Windfall
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Unexpected Windfall (afr) 164
Ur-Golem's Eye
: Add
.
Artifact
Ur-Golem's Eye (c14) 280

Ramp

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Turn 4+ bomb

Qty: 34 Price: $184.16
Abstract Performance
Exile the top four cards of your library in a face-down pile, then exile the top four cards of your library in a face-up pile. An opponent chooses one of those piles. Put that pile into your graveyard. Look at the cards in the other pile. You may cast a spell from among them without paying its mana cost. Put the rest into your hand.
Sorcery
Abstract Performance (soc) 17
Aminatou's Augury
Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost.
Sorcery
Aminatou's Augury (dsc) 71
Blatant Thievery
For each opponent, gain control of target permanent that player controls.
Sorcery
Blatant Thievery (c15) 87
Call Forth the Tempest
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.)
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Sorcery
Call Forth the Tempest (ltc) 509
Chimil, the Inner Sun
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 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.)
Legendary Artifact
Chimil, the Inner Sun (ecc) 137
Cityscape Leveler
Trample
When you cast this spell and whenever this creature attacks, destroy up to one target nonland permanent. Its controller creates a tapped Powerstone token.
Unearth
Creature Artifact - Construct
Cityscape Leveler (bro) 233
Combustible Gearhulk
First strike
When this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards.
Creature Artifact - Construct
Combustible Gearhulk (dsc) 163
Disaster Radius
As an additional cost to cast this spell, reveal a creature card from your hand.
Disaster Radius deals X damage to each creature your opponents control, where X is the revealed card's mana value.
Sorcery
Disaster Radius (cm2) 92
Goldspan Dragon
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have "
, Sacrifice this artifact: Add two mana of any one color."
Creature - Dragon
Goldspan Dragon (m3c) 212
Hellkite Tyrant
Flying, trample
Whenever this creature deals combat damage to a player, gain control of all artifacts that player controls.
At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
Creature - Dragon
Hellkite Tyrant (fic) 295
Hideous Taskmaster
Devoid (This card has no color.)
When you cast this spell, for each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain trample, haste, and annihilator 1 until end of turn.
Trample, haste, annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)
Creature - Eldrazi
Hideous Taskmaster (m3c) 57
Hit the Mother Lode
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery
Hit the Mother Lode (lci) 153
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Creature - Horror Kraken
Hullbreaker Horror (vow) 63
Ignite the Future
Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Ignite the Future (clb) 797
Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson
Improvisation Capstone (sos) 120
Inspired Skypainter
Flying
When this creature enters and whenever one or more creature tokens you control deal combat damage to a player, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Wizard Lizard
Inspired Skypainter // Maestro's Gift (soc) 48
Iymrith, Desert Doom
Flying
Iymrith has ward
as long as it's untapped.
Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
Legendary Creature - Dragon
Iymrith, Desert Doom (afr) 62
Jin-Gitaxias
Ward

Whenever you cast a noncreature spell with mana value 3 or greater, draw a card.
: Exile Jin-Gitaxias, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if you have seven or more cards in hand.
Legendary Creature - Praetor Phyrexian
Jin-Gitaxias // The Great Synthesis (mom) 65Jin-Gitaxias // The Great Synthesis (mom) 65
Magmatic Force
At the beginning of each upkeep, this creature deals 3 damage to any target.
Creature - Elemental
Magmatic Force (bbd) 181
Mind's Dilation
Whenever an opponent casts their first spell each turn, that player exiles the top card of their library. If it's a nonland card, you may cast it without paying its mana cost.
Enchantment
Mind's Dilation (otc) 101
Neheb, the Eternal
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)
At the beginning of each of your postcombat main phases, add
for each 1 life your opponents have lost this turn.
Legendary Creature - Warrior Minotaur Zombie
Neheb, the Eternal (mkc) 158
One with the Multiverse
You may look at the top card of your library any time.
You may play lands and cast spells from the top of your library.
Once during each of your turns, you may cast a spell from your hand or the top of your library without paying its mana cost.
Enchantment
One with the Multiverse (dsc) 121
Ovika, Enigma Goliath
Flying
Ward—
, Pay 3 life.
Whenever you cast a noncreature spell, create X 1/1 red Phyrexian Goblin creature tokens, where X is the mana value of that spell. They gain haste until end of turn.
Legendary Creature - Nightmare Phyrexian
Ovika, Enigma Goliath (fdn) 663
Season of Weaving
Choose up to five
worth of modes. You may choose the same mode more than once.
— Draw a card.
— Choose an artifact or creature you control. Create a token that's a copy of it.
— Return each nonland, nontoken permanent to its owner's hand.
Sorcery
Season of Weaving (blb) 68
Storm of Saruman
Ward

Whenever you cast your second spell each turn, copy it, except the copy isn't legendary. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Enchantment
Storm of Saruman (ltr) 413
Sunbird's Invocation
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
Enchantment
Sunbird's Invocation (scd) 159
Surge to Victory
Exile target instant or sorcery card from your graveyard. Creatures you control get +X/+0 until end of turn, where X is that card's mana value. Whenever a creature you control deals combat damage to a player this turn, copy the exiled card. You may cast the copy without paying its mana cost.
Sorcery
Surge to Victory (c21) 58
Tellah, Great Sage
Whenever you cast a noncreature spell, create a 1/1 colorless Hero creature token. If four or more mana was spent to cast that spell, draw two cards. If eight or more mana was spent to cast that spell, sacrifice Tellah and it deals that much damage to each opponent.
Legendary Creature - Human Wizard
Tellah, Great Sage (fin) 244
Thor, God of Thunder
Flying
When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card.
Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target.
Legendary Creature - Warrior God Hero
Thor, God of Thunder (msh) 156
Thryx, the Sudden Storm
Flash (You may cast this spell any time you could cast an instant.)
Flying
Spells you cast with mana value 5 or greater cost
less to cast and can't be countered.
Legendary Creature - Elemental Giant
Thryx, the Sudden Storm (cmm) 127
Tyrant's Familiar
Flying, haste
Lieutenant — As long as you control your commander, this creature gets +2/+2 and has "Whenever this creature attacks, it deals 7 damage to target creature defending player controls."
Creature - Dragon
Tyrant's Familiar (cm2) 125
Volcanic Vision
Return target instant or sorcery card from your graveyard to your hand. Volcanic Vision deals damage equal to that card's mana value to each creature your opponents control. Exile Volcanic Vision.
Sorcery
Volcanic Vision (c21) 182
Will of the Temur
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types.
• Target player draws cards equal to the greatest mana value among permanents you control.
Sorcery
Will of the Temur (tdc) 24
Wondrous Crucible
Permanents you control have ward
.
At the beginning of your end step, mill two cards, then exile a nonland card at random from your graveyard. Copy it. You may cast the copy without paying its mana cost. (A copy of a permanent spell becomes a token.)
Artifact
Wondrous Crucible (brc) 20

Turn 4+ bomb

(CTRL to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 11 cards
45 pips - 29 cards
37 mana - 31 cards
0 pips - 0 cards
0 mana - 11 cards
53 pips - 33 cards
41 mana - 35 cards
0 pips - 0 cards
0 mana - 11 cards
0 pips - 0 cards
19 mana - 11 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Deck's description"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis deck plans to leverage having a 2 mana dork in the command zone in order to ramp for 2 or more mana on turn 3 and get to 8 mana on turn 4. From there, the deck aims to drop big bomb after big bomb to overwhelm and control the table while building a big board or some sort of engine that will end the game.\n\nHow does this deck generate value?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nCard Advantage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe commander comes with a rummage ability, which gives you some ability to hand-sculpt a bit early on. From there, card draw tends to come in the form of engines, like "},{"insert":{"card-link":"Shantotto, Tactician Magician"}},{"insert":" or "},{"insert":{"card-link":"Tanufel Rimespeaker"}},{"insert":", or big draw spells like "},{"insert":{"card-link":"Will of the Temur"}},{"insert":". Deck also has some ways to generate virtual card draw, like "},{"insert":{"card-link":"Inspired Skypainter // Maestro's Gift"}},{"insert":" or alternate casting costs that lets us reuse cards from the graveyard, like "},{"insert":{"card-link":"Ignite the Future"}},{"insert":".\n\nSince the deck only gets to play a single land per turn, if you start drawing a lot, your hand will inevitably start getting filled with more lands than you know what to do with. Due to this, the discard effects the deck runs are almost always best used by discarding a land in order to get something else. This includes the commander, which can be flipped back in order to cycle lands away (note that you first get the mana from the backside and then flip, so you are only losing 1 mana this turn and 1 mana the following turn to flip back by doing this). Albeit not a discard effect per se, "},{"insert":{"card-link":"Valakut Awakening // Valakut Stoneforge"}},{"insert":" is probably the best effect for this, since it puts all those extra lands in the bottom of the library in one fell swoop and the deck has almost no built in way to shuffle.\n\nRamp"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nAs explained earlier, the whole idea the deck revolves around is dropping the commander on turn 2, flipping it on turn 3 and playing a 4 mana ramp spell and thus get to 8 mana on turn 4. For this to work, you need to be careful with your lands. Not only you need to get to 4 by turn 4, but also you need to make sure that on turn 2 you have one land that can tap for red and another that can tap for blue. Without that, we cannot cast the commander and flip it the following turn.\n\n"},{"insert":{"card-link":"Big Score"}},{"insert":" and the likes can work as a temporary replacement for a mana rock that allows you to move the deck a bit and also get to 8 mana on turn 4. They are also much better top decks later on, so think of them as glue that keeps the deck together.\n\nNon-legendary clone effects like "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" or "},{"insert":{"card-link":"Spark Double"}},{"insert":" can also act as ramp in turn 4 by copying the commander's backside, while also being much, much more useful later on.\n\nThe deck also runs a lot of effects that mana cheat in some capacity, like "},{"insert":{"card-link":"Aminatou's Augury"}},{"insert":" or "},{"insert":{"card-link":"Sunbird's Invocation"}},{"insert":", or generate big amounts of mana, like "},{"insert":{"card-link":"Neheb, the Eternal"}},{"insert":" or "},{"insert":{"card-link":"Goldspan Dragon"}},{"insert":", that helps us with chaining a lot of these big spells back to back.\n\nThanks to a mix of all of this, it is not rare to end up casting 40 mana worth of spells in a single turn later on. The only moment this deck is really weak to a counterspell effect or to spot removal is in turns 4 and 5, past that, you just don't care much unless the counterspell somehow disrupts the flow of cards and leave you with an empty hand. "},{"insert":{"card-link":"Mana Sculpt"}},{"insert":" in particular is great to have early on, since it is enabled by the commander's backside and it opens up very explosive turns once you get all that mana back the following turn.\n\nHow does this deck interact and stay alive?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOne of the strongest things this deck can do is dropping an asymmetrical boardwipe, like "},{"insert":{"card-link":"Call Forth the Tempest"}},{"insert":" or "},{"insert":{"card-link":"Disaster Radius"}},{"insert":" on turns 4 or 5 in order to regain all the tempo lost ramping.\n\nThe most delicate turns for this deck are turns 4 and 5, were you are dropping your first big spells. Getting countered there or eating a removal hurts a lot (way more than getting your commander removed early), so not using all the mana available and leaving one to three mana open is always a good choice. The deck runs a healthy amount of redirects and counterspells and gets to draw a lot, so you will probably see at least two of them in a game.\n\nThis deck gets to run a lot of removal engines, cards like "},{"insert":{"card-link":"Tyrant's Familiar"}},{"insert":" or "},{"insert":{"card-link":"Cityscape Leveler"}},{"insert":", that can slow down the game a lot for the opponents and control the table quite well, specially when you start cloning them.\n\nOne very strong line the deck has once you are left in a 1vs1 or once the opponents are low enough on resources is using "},{"insert":{"card-link":"Pinnacle Monk // Mystic Peak"}},{"insert":" to reccur "},{"insert":{"card-link":"Season of Weaving"}},{"insert":" over and over. You can do this by either copying the Monk and using the etb from the copy to bring it back, or by bouncing back the original and replaying it, which lets you copy something else. Cloning mana rocks can help you get to the critical amount of mana needed to play an actual threat and start cloning it over and over while still bouncing back everything else.\n\nHow does this deck win?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis deck wins by slowing down the game enough that a bunch of big fliers or some burn effects get to close down the game.\n\nCloning is one of the best ways this deck has of getting a critical mass of threatening game pieces. The best card to ever do it is "},{"insert":{"card-link":"Storm of Saruman"}},{"insert":", that acts as a clone engine for the deck and even gets to create clones of legendary creatures. It can also copy non-creature permanents, which can lead to very fun boardstates."},{"insert":{"card-link":"Inspired Skypainter // Maestro's Gift"}},{"insert":" is also amazing in this regard, since you can make a copy of itself first, attack with it so both re-prepare, and then start dumping mana in copying big creatures instead of casting.\n\nThe best dedicated finishers this deck runs are:\n\n"},{"insert":{"card-link":"Ovika, Enigma Goliath"}},{"insert":" generates so many 1/1s that you can overwhelm any table after a few turns. Since it functionally has hexproof, it is not that hard to convert casting it into a win a couple of turns later."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"This only works against dedicated artifact decks, but"},{"insert":{"card-link":"Hellkite Tyrant"}},{"insert":" can steal a win out of nowhere. The deck also runs a lot of treasure gen and several artifacts, so you don't even need to steal the whole 20 to get there."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Magmatic Force"}},{"insert":" doubles down as a removal engine and a threat that can slowly grind down games. This is also one of the best clone targets the deck runs."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" once copied once or twice just bans non-lands for your opponents."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Thor, God of Thunder"}},{"insert":" on its own is a worse Magmatic Force when it comes to finishing down the game, but once you have "},{"insert":{"card-link":"Irenicus's Vile Duplication"}},{"insert":" or "},{"insert":{"card-link":"Multiversal Recruitment"}},{"insert":", either in hand or in the graveyard, it becomes one of the fastest threats the deck has. The newly created clone can exile the clone effect you just casted, so by dumping all the mana, you get to have 1 Thor for every 4 mana you have, and each Thor deals 4 damage each time you cast the clone effect."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Surge to Victory"}},{"insert":" with 5 or so fliers can functionally end the game if you have a big enough spell in the graveyard, something like "},{"insert":{"card-link":"Aminatou's Augury"}},{"insert":", "},{"insert":{"card-link":"Blatant Thievery"}},{"insert":" or "},{"insert":{"card-link":"Call Forth the Tempest"}},{"insert":"."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Normally, "},{"insert":{"card-link":"Tellah, Great Sage"}},{"insert":" is there to draw, but with"},{"insert":{"card-link":"Shatterskull Smashing // Shatterskull, the Hammer Pass"}},{"insert":"it can blow every opponent at once, specially if you also combine it with "},{"insert":{"card-link":"Neheb, the Eternal"}},{"insert":"."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\nNotable exclusions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nExtra turn spells: They are too explosive with this deck, and chaining them is quite easy with the deck as is."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Game-changers: In order for this deck to fit with the power level my usual playgroup is at, I decided to not include any. If I had to, the only one that is an obvious upgrade is "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":". The rest are either mediocre, fast mana options that I don't think belong in B3, or would require some actual changes to the deck in order to make them fit. Even though it isn't a game-changer."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Other free interaction: Mainly "},{"insert":{"card-link":"Deflecting Swat"}},{"insert":". Same issue FG has. They are also both very expensive."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ways of gaining life: I like that the deck is weak to burn. The deck can be a bit frustrating sometimes when it opens up strong, that every point of damage matters helps with that a bit."},{"attributes":{"list":"ordered"},"insert":"\n"}]}
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