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
Commander
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Extra card advantage
Extra card advantage
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Extra removal
Extra removal
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Land
Land
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Protection
Protection
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Ramp
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

Ramp
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Turn 4+ bomb
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

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.
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

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.)
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

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.)
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

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

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.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

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.)
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

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.
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


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

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

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

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.
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

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.
• 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

Turn 4+ bomb
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Deck Info
Deck stats
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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"}]}












































































