731 views32 hrs ago
Commander
Size: 100Salt sum: 49.61
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Lecazicite

731 views32 hrs ago
Commander
Size: 100Salt sum: 49.61

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{"ops":[{"insert":"Carnival of Crimes: a Boros Combo Deck ft. The Jolly Balloon Man"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Basic Overview:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The main goal of this deck is to win by making infinite hasty "},{"insert":{"card-link":"Balloon"}},{"insert":" creatures. If that fails, there's a way to play out almost the entire deck by around turn 7 "},{"attributes":{"italic":true},"insert":"(10/2 update: two ways)"},{"insert":". I've also done more damage than there are molecules in the observable universe "},{"attributes":{"italic":true},"insert":"without"},{"insert":" an infinite combo.\n\nOctober 2, 2026"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Updated the primer to include notes on new swaps including "},{"insert":{"card-link":"Flickering Hound"}},{"insert":", "},{"insert":{"card-link":"Final Fortune"}},{"insert":", and "},{"insert":{"card-link":"Curse-Marred Demon"}},{"insert":".\nMoved some retired cards to the final section \"Shows Over - Notes on the Maybeboard\"\n\n"},{"attributes":{"underline":true},"insert":"Part One: Win-Cons"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Plan A: Ring Their Bell"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"The Jolly Balloon Man"}},{"insert":" + Any Mana Dork + "},{"insert":{"card-link":"Village Bell-Ringer"}},{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Here's how it works"},{"insert":": You activate The Jolly Balloon Man's ability, using your mana dork to pay the {1} cost. Target the Village Bell-Ringer, and when the 1/1 Balloon copy enters, it will untap the Balloon Man and the Mana Dork. This allows you to make any number of hasty Bell-Ringer Balloons.\n\nHolding up "},{"insert":{"card-link":"Flawless Maneuver"}},{"insert":" or "},{"insert":{"card-link":"Deflecting Swat"}},{"insert":" can help protect important creatures when trying to win. If you need to survive someone else's attempt to win before you can get your combo going, protection like "},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" or "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" can save you long enough to get another turn.\n\nPlan B: Pet the Kitty"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Felidar Guardian"}},{"insert":" is the key to the second combo line in this deck. There are a few ways it can work. Let's walk through it:\n\nPlan B.1: Two Balloons"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck has plenty of token multipliers. "},{"insert":{"card-link":"Anointed Procession"}},{"insert":", "},{"insert":{"card-link":"Mondrak, Glory Dominus"}},{"insert":", or "},{"insert":{"card-link":"Exalted Sunborn"}},{"insert":" will make two balloons for the price of one. Since the Felidar Guardian blinks any permanent, it can untap a land or a mana rock. (And, if you have "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":", it effectively allows you to untap mana dorks.)\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Here's how it works"},{"insert":": With a token multiplier on the field, activate the Jolly Balloon Man, using a non-creature source to pay the {1} cost. Create multiple Felidar Guardian balloon copies. Use at least one trigger to untap the Balloon Man and at least one other to untap a land or mana rock. "},{"attributes":{"italic":true},"insert":"Repeat"},{"insert":".\n\nPlan B.2: Triggered"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In addition to token multipliers, this deck also has cards that give additional triggers. "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" will give an extra ETB trigger to the Felidar Guardian itself as well as every balloon since they're 1/1's. "},{"insert":{"card-link":"Roaming Throne"}},{"insert":" (declared as a "},{"attributes":{"italic":true},"insert":"balloon"},{"insert":") will also grant extra triggers.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Here's how it works"},{"insert":": With an extra trigger card on the field, activate the Jolly Balloon Man, using a using a non-creature source to pay the {1} cost. This makes one Felidar Guardian balloon copy, but it will get multiple blink triggers. Use at least one trigger to untap the Balloon Man and at least one other to untap a land or mana rock. "},{"attributes":{"italic":true},"insert":"Repeat."},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"Part Two: Can You Dig It?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck can dig through the library at a pretty fair clip once you start multiplying triggers, tokens, "},{"attributes":{"italic":true},"insert":"and abilities"},{"insert":". With "},{"insert":{"card-link":"Illusionist's Bracers"}},{"insert":" or "},{"insert":{"card-link":"Ertha Jo, Frontier Mentor"}},{"insert":", you can copy the Balloon Man's activated ability - and there are so many cards that will draw you cards. "},{"insert":{"card-link":"Marvin, Murderous Mimic"}},{"insert":", "},{"insert":{"card-link":"Kiki-Jiki, Mirror Breaker"}},{"insert":", and "},{"insert":{"card-link":"Robaran Mercenaries"}},{"insert":" can all create their own token copies of creatures in some way or another. There are five creatures that will draw cards on ETB, which you can then "},{"insert":{"card-link":"Skullclamp"}},{"insert":" for additional card draw.\n\n"},{"insert":{"card-link":"Humble Defector"}},{"insert":" would be amazing if you didn't have to give it away, right? That's why you make a token copy of it and activate the token. It still gets sacrificed at the end step, so you're getting straight up card advantage and giving your opponents a deflated balloon instead. Womp womp.\n\nAdditionally, this deck has a few extra un-tappers in "},{"insert":{"card-link":"Magewright's Stone"}},{"insert":", "},{"insert":{"card-link":"Patriar's Seal"}},{"insert":", and "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":"to make an extra balloon to try and dig a little deeper. \n\nBut what are you digging for? One of the win-cons above. "},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":" can fetch out the Felidar Guardian or the Bell-Ringer. "},{"insert":{"card-link":"Recruiter of the Guard"}},{"insert":" can grab you Imperial Recruiter in a pinch, 3/4 of the copy creatures listed above, or other handy staples like "},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":". If you need removal, "},{"insert":{"card-link":"Duergar Hedge-Mage"}},{"insert":" can take out enchantments and artifacts while \n\n"},{"insert":{"card-link":"The Seriema"}},{"insert":" has so many good targets: Mondrak, Ertha Jo, Marvin, Kiki-Jiki, Ao the Dawn Sky (see part 4). And, if you crew it, you can copy it and keep digging out more legendaries.\n\n"},{"insert":{"card-link":"Curse-Marred Demon"}},{"insert":" is just "},{"insert":{"card-link":"Gamble"}},{"insert":" right? No. It's better because we can't make balloon copies of gamble. Sun Titan helps mitigate the risk here, but you could just as easily swap in a "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" and/or "},{"insert":{"card-link":"Generous Revival"}},{"insert":" if you want to be extra super safe. Both of those cards can bring a Village Bell-Ringer back from the graveyard. \n\n"},{"attributes":{"underline":true},"insert":"Part Three: My Combo Pieces Were Exiled, Now What? Advanced Balloon Combat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nPlan C: \"I know Kung-Fu\""},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Redoubled Stormsinger"}},{"insert":" is low-key one of the most dangerous cards in this deck. Let me outline a board-state for you.\n\nBalloon Man, "},{"insert":{"card-link":"Marvin, Murderous Mimic"}},{"insert":" (or another copy maker), "},{"insert":{"card-link":"Anointed Procession"}},{"insert":" (or another token multiplier), and "},{"insert":{"card-link":"Redoubled Stormsinger"}},{"insert":" \n\nUse the Balloon Man to make "},{"attributes":{"bold":true},"insert":"two "},{"insert":"copies of the stormsinger. Two tokens have entered the battlefield.\nUse Marvin to make "},{"attributes":{"bold":true},"insert":"two more"},{"insert":" copies of the stormsinger. Four tokens have entered the battlefield.\n\nGo to combat, declare the stormsinger tokens as attacking. Each of their triggers goes on the stack. It checks the number of tokens twice - once when it goes on the stack, but then again as it resolves. That means:\nThe first trigger sees four tokens, and makes 8. 12 tokens have entered.\nThe second trigger sees 12 tokens, and makes 24. 36 tokens have entered.\nThe third trigger sees 36 tokens, and makes 72. 108 tokens have entered.\nThe fourth trigger sees 108 tokens, and makes 216. "},{"attributes":{"underline":true,"bold":true},"insert":"There are now 324 1/1 first-strike, flying, hasty balloon stormsingers swinging out for lethal at the table."},{"insert":"\n\nPlan D: Divine Intervention"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Exalted Sunborn"}},{"insert":" isn't legendary.\n\nAny combination of untappers, ability copiers, token makers can make it deadly - even for its pittance of a warp cost at {1}{W}.\nThe first token copy you make, will make two more. \nThat means the next token copy you make will generate 2^3 tokens instead. One will become Eight.\n"},{"attributes":{"italic":true},"insert":"That means"},{"insert":" the next token copy you make will generate 2^11 tokens instead. One will become 2,048.\n\nThat means if you can find a way to get "},{"attributes":{"underline":true,"bold":true},"insert":"THREE"},{"insert":" abilities or triggers that create a token copy of a creature, you can now swing lethal at the board.\n\nPlan E: Explosions!"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There's a reason why it's so low on the list. It's not easy to get all the pieces, but it can do the work in a pinch.\n\n"},{"insert":{"card-link":"Goblin Bombardment"}},{"insert":", "},{"insert":{"card-link":"Robaran Mercenaries"}},{"insert":", and "},{"insert":{"card-link":"Kiki-Jiki, Mirror Breaker"}},{"insert":" can kill basically anything that isn't indestructible, including other players. You can discover into Kiki with the Carnosaur, you can tutor it out with the Seriama or either of the recruiters. Basically, the Robaran Mercenaries use Kiki-Jiki's ability to make infinite copies of themselves, which you use with Goblin Bombardment to do 1 damage at a time to various sources.\n\nIf you like this plan, consider swapping in "},{"insert":{"card-link":"Agate Instigator"}},{"insert":", "},{"insert":{"card-link":"Witty Roastmaster"}},{"insert":", "},{"insert":{"card-link":"Molten Gatekeeper"}},{"insert":" and/or "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" to burn out the table while you make copies of things.\n\nPlan F: Putting It All Together"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Any combination of Redoubled Storminger, Nesting Dovehawk, and Exalted Sunborn can become a lethal board state easily. If you have multiple ways to create token creatures, or ways to copy a token creating ability, always copy the Exalted Sunborn first.\n\n"},{"insert":{"card-link":"Flickering Hound"}},{"insert":" is a "},{"attributes":{"bold":true},"insert":"good dog"},{"insert":". Note that its ability triggers on "},{"attributes":{"italic":true},"insert":"cast"},{"insert":", so you can't blink the creature you're casting. However, you can blink a different creature on the battlefield to double up on an ETB. This deck is loaded with good targets to flicker. Helpful Hunter, Spirited Companion, Inspiring Overseer, and Wall of Omens will draw cards. Curse-Marred Demon will gamble for you while the two recruiters will tutor. Solemn Simulacrum can ramp you. "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" will synergize here too, but be aware that you cannot choose the same target twice for the Flickering Hound's copied ability. Once the target is exiled and returns, it's a new game object. The second flicker's target \"won't exist\" anymore, and so the card won't flicker again. Thankfully, unless things are going really badly, you should have multiple decent targets for a flicker.\n\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Part Four: The Part Where I Explain "},{"attributes":{"underline":true,"italic":true},"insert":"Two Different Ways"},{"attributes":{"underline":true},"insert":" to Play "},{"attributes":{"underline":true,"italic":true},"insert":"Everything"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe Path of the Dragon:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is the deep-cut for this version of my balloon deck: "},{"insert":{"card-link":"Ao, the Dawn Sky"}},{"insert":". \nIf you make a balloon copy of Ao, it will die to the legend rule, triggering its ability.\nIf you have Delney on board, it will trigger twice.\nIf you have any token multipliers on board, it will trigger that many more times.\n\nAlmost every card in this deck has a mana value below four. Here's what to prioritize when you start the Ao chain:\n\n1) Untappers and Extra Mana cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"These will let you untap the Balloon Man and spin the wheel again. Chrome Mox, Sol Ring, and Thousand Year Elixir (especially this, since it will let you activate mana dorks you cheat out!) are all grand prizes.\n\n2) Delney and Roaming Throne"},{"attributes":{"header":3},"insert":"\n"},{"insert":"They're useless unless you can immediately activate the balloon man again, but each one will give an extra trigger. That means looking at, effectively, the top 14 cards per activation.\n\n3) Token Multipliers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Anointed Procession and Mondrak are both only four drops, making them stellar targets for Ao's death trigger.\n\n4) Bellringer"},{"attributes":{"header":3},"insert":"\n"},{"insert":"If you can manage to get a Bell-Ringer, a mana dork, the balloon man, AND Ao on board, you can play through the deck. But at that point, you should be winning the game.\n\nYoshi Stampede:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Did I mention that Flickering Hound is a "},{"attributes":{"bold":true},"insert":"good dog"},{"insert":"? When you "},{"attributes":{"italic":true},"insert":"Discover 5"},{"insert":" with "},{"insert":{"card-link":"Trumpeting Carnosaur"}},{"insert":", you're casting the spell you discover. More than half of the non-land cards in the game are creature cards. That means if you discover a creature while Flickering Hound is on the board, you can immediately flicker the Trumpeting Carnosaur and "},{"attributes":{"italic":true,"bold":true},"insert":"do it again"},{"insert":".\n\nIn a perfect world, you'll have Flickering Hound and Trumpeting Carnosaur on board. You'll cast Village Bell-Ringers, triggering the hound. Before Bell-Ringers resolves, it flickers the Trumpeting Carnosaur, allowing you to discover into a mana dork. From there you're set up to win the game. Keep resolving your discovers until you run out of creatures, resolve the Bell-Ringer, and proceed to victory.\n\nIf you have token doublers, untappers, or things that can create more copies of the Trumpeting Carnosaur, odds are good that you can roll through almost every card in the deck by discovering into creatures. These odds could be optimized a bit, but hitting an Anointed Procession, a Mondrak, untappers, or more... You can wind up making a lot of dinosaurs and playing a lot of cards for free.\n\nPart Four Point Five - This is my "},{"insert":{"card-link":"Final Fortune"}},{"insert":"!"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nLook at your board state.\n"},{"attributes":{"underline":true,"bold":true},"insert":"Do you need one more turn to win, "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"for sure?"},{"insert":"\nIf you have the Bell-Ringer and Mana Dork, but you need one more turn to have enough mana...\nIf you're about to start making copies of Ao and playing out the whole deck, but you don't have the mana to begin the chain...\nIf you have Felidar Guardian and Delney in hand, but not enough mana for both...\nIf you're about to start running out Trumpeting Carnosaurs and overwhelming the board...\nMaybe consider playing Final Fortune.\nIf you haven't played this deck enough to gauge whether you're close to winning or not, maybe swap it out for something else in the Maybeboard.\n\n"},{"attributes":{"underline":true},"insert":"Show's Over - Some Notes on the Maybeboard"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Nesting Dovehawk"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This bird is a menace. With any token multipliers and "},{"insert":{"card-link":"Roaming Throne"}},{"insert":", it's a birdemic.\n\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"With two token multipliers, but no roaming throne"},{"insert":", here's how it works out:\nThe first Balloon Man activation creates 4 balloon birds.\nEach of the 4 balloon birds populates, making 16 more balloons.\nThere are now 20 balloon birds - the first four have 20 +1/+1 counters, the next 16 have 16.\n\nThat's 356 damage in the air.\n\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"With one token multiplier and the throne, here's how it works out"},{"insert":":\nActivate the Balloon Man to make a token copy of the bird. Both birds get two +1/+1 counters because two token entered; the balloon birds will get an extra one thanks to the throne.\nWhen you go to combat, each one of the birds will get a populate trigger. The balloon birds will get an extra one. That's 5 total populate triggers. Each populate trigger will make 2 bird balloons. Each token balloon bird that enters will trigger the +1/+1 counter ability "},{"attributes":{"italic":true},"insert":"twice"},{"insert":". Here's how that shakes out:\n\nBoard State -\nThe original Nesting Dovehawk will have 12 +1/+1 counters, bringing it to 14/14\nThe first two balloon copies will have 24 +1/+1 counters, bringing them to 25/25\nThe next ten balloons from the populate triggers will see each other enter and will have 20 +1/+1 counters\n\nEven if you can only swing with the balloon birds, that's 300 damage in the air.\n\n"},{"insert":{"card-link":"Devilish Valet"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This card just absolutely flattens things. It's like a red Tifa but better because you can make copies of it. 6 other creatures entering (easy in this deck) make it a 64/3 with trample and haste.\n"}]}
The Jolly Balloon Man
Haste
,
: Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
Legendary Creature - Human Clown
The Jolly Balloon Man (dsk) 359

Commander

(Ctrl to add secondary)
Delney, Streetwise Lookout
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.
If a triggered ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
Legendary Creature - Human Scout
Delney, Streetwise Lookout (mkm) 337
Ertha Jo, Frontier Mentor
When Ertha Jo enters, create a 1/1 red Mercenary creature token with "
: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Whenever you activate an ability that targets a creature or player, copy that ability. You may choose new targets for the copy.
Legendary Creature - Advisor Kor
Ertha Jo, Frontier Mentor (otj) 203
Illusionist's Bracers
Whenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy.
Equip
Artifact - Equipment
Illusionist's Bracers (rvr) 260
Kiki-Jiki, Mirror Breaker
Haste
: Create a token that's a copy of target nonlegendary creature you control, except it has haste. Sacrifice it at the beginning of the next end step.
Legendary Creature - Goblin Shaman
Kiki-Jiki, Mirror Breaker (mm2) 121
Marvin, Murderous Mimic
Marvin has all activated abilities of creatures you control that don't have the same name as this creature.
Legendary Creature Artifact - Toy
Marvin, Murderous Mimic (dsk) 367
Roaming Throne
Ward

As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.
Creature Artifact - Golem
Roaming Throne (lci) 258
Robaran Mercenaries
Vigilance
This creature has all activated abilities of all legendary creatures you control.
Creature - Human Mercenary
Robaran Mercenaries (dmc) 72

Copy

(Ctrl to add secondary)
Ao, the Dawn Sky
Flying, vigilance
When Ao dies, choose one —
• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
Legendary Creature - Dragon Spirit
Ao, the Dawn Sky (neo) 433
Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class
Caretaker's Talent (blb) 6
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (mh2) 12
Helpful Hunter
When this creature enters, draw a card.
Creature - Cat
Helpful Hunter (fdn) 16
Humble Defector
: Draw two cards. Target opponent gains control of this creature. Activate only during your turn.
Creature - Human Rogue
Humble Defector (frf) 104
Idol of Oblivion
: Draw a card. Activate only if you created a token this turn.
,
, Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
Artifact
Idol of Oblivion (cmm) 392
Inspiring Overseer
Flying
When this creature enters, you gain 1 life and draw a card.
Creature - Cleric Angel
Inspiring Overseer (blc) 141
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (tdc) 103
Spirited Companion
When this creature enters, draw a card.
Creature Enchantment - Dog
Spirited Companion (neo) 38
Trumpeting Carnosaur
Trample
When this creature enters, discover 5.
, Discard this card: It deals 3 damage to target creature or planeswalker.
Creature - Dinosaur
Trumpeting Carnosaur (lci) 324
Wall of Omens
Defender
When this creature enters, draw a card.
Creature - Wall
Wall of Omens (2x2) 344

Draw

(Ctrl to add secondary)
Final Fortune
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Instant
Final Fortune (mb2) 190
Redoubled Stormsinger
First strike
Whenever this creature attacks, for each creature token you control that entered this turn, create a tapped and attacking token that's a copy of that token. At the beginning of the next end step, sacrifice those tokens.
Creature - Wizard Orc
Redoubled Stormsinger (tdc) 37

Finisher

(Ctrl to add secondary)
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mh2) 244
Battlefield Forge
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Battlefield Forge (fic) 375
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (fic) 381
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (dsc) 96
Furycalm Snarl
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Furycalm Snarl (fic) 397
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (ecl) 282
Plains
(
: Add
.)
Basic Land - Plains
Plains (ecl) 274
Plateau
(
: Add
or
.)
Land - Plains Mountain
Plateau (3ed) 284
Rugged Prairie
: Add
.
,
: Add
,
, or
.
Land
Rugged Prairie (fic) 417
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (eoe) 256
Sunbillow Verge
: Add
.
: Add
. Activate only if you control a Mountain or a Plains.
Land
Sunbillow Verge (dft) 264
Sundown Pass
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Sundown Pass (sos) 264
Sunscorched Divide
,
: Add
.
Land
Sunscorched Divide (fic) 433

Land

(Ctrl to add secondary)
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant
Dawn's Truce (blb) 295
Deflecting Swat
If you control a commander, you may cast this spell without paying its mana cost.
You may choose new targets for target spell or ability.
Instant
Deflecting Swat (cmm) 214
Flare of Fortitude
You may sacrifice a nontoken white creature rather than pay this spell's mana cost.
Until end of turn, your life total can't change, and permanents you control gain hexproof and indestructible.
Instant
Flare of Fortitude (mh3) 26
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 24
Grand Abolisher
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Creature - Human Cleric
Grand Abolisher (cmm) 27
Hexing Squelcher
This spell can't be countered.
Ward—Pay 2 life.
Spells you control can't be countered.
Other creatures you control have "Ward—Pay 2 life."
Creature - Goblin Sorcerer
Hexing Squelcher (ecl) 317
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (sta) 11
Voice of Victory
Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Your opponents can't cast spells during your turn.
Creature - Human Bard
Voice of Victory (ptdm) 33p

Protection

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (fic) 332
Chrome Mox
Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand.
: Add one mana of any of the exiled card's colors.
Artifact
Chrome Mox (2xm) 358
Gold Myr
: Add
.
Creature Artifact - Myr
Gold Myr (som) 157
Iron Myr
: Add
.
Creature Artifact - Myr
Iron Myr (som) 168
Jeska's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Add
for each card in target opponent's hand.
• Exile the top three cards of your library. You may play them this turn.
Sorcery
Jeska's Will (cmr) 668
Paradise Mantle
Equipped creature has "
: Add one mana of any color."
Equip
Artifact - Equipment
Paradise Mantle (mma) 211
Patriar's Seal
: Add one mana of any color.
,
: Untap target legendary creature you control.
Artifact
Patriar's Seal (clb) 332
Professional Face-Breaker
Menace
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
Creature - Human Warrior
Professional Face-Breaker (m3c) 216
Smothering Tithe
Whenever an opponent draws a card, that player may pay
. If the player doesn't, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Smothering Tithe (rna) 22
Sol Ring
: Add
.
Artifact
Sol Ring (slc) 19
Solemn Simulacrum
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Creature Artifact - Golem
Solemn Simulacrum (sld) 791★
Talisman of Conviction
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Conviction (sld) 1060
Treasonous Ogre
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Pay 3 life: Add
.
Creature - Shaman Ogre
Treasonous Ogre (cns) 36
Zookeeper Mechan
: Add
.
: Target creature you control gets +4/+0 until end of turn. Activate only as a sorcery.
Creature Artifact - Robot
Zookeeper Mechan (eoe) 170

Ramp

(Ctrl to add secondary)
Sun Titan
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Creature - Giant
Sun Titan (slc) 2010

Recursion

(Ctrl to add secondary)
Duergar Hedge-Mage
When this creature enters, if you control two or more Mountains, you may destroy target artifact.
When this creature enters, if you control two or more Plains, you may destroy target enchantment.
Creature - Shaman Dwarf
Duergar Hedge-Mage (moc) 324
Éowyn, Fearless Knight
Haste
When Éowyn enters, exile target creature an opponent controls with greater power. Legendary creatures you control gain protection from each of that creature's colors until end of turn.
Legendary Creature - Human Knight
Éowyn, Fearless Knight (ltr) 430
Erode
Destroy target creature or planeswalker. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Instant
Erode (sos) 15
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (h1r) 2
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (who) 210
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (sld) 110
Wear
Destroy target artifact.
Fuse (You may cast one or both halves of this card from your hand.)
Instant
Wear // Tear (dgm) 135
Westfold Rider
Sacrifice this creature: Destroy target artifact or enchantment. Activate only as a sorcery.
Creature - Human Knight
Westfold Rider (ltr) 488

Removal

(Ctrl to add secondary)
Goblin Bombardment
Sacrifice a creature: This enchantment deals 1 damage to any target.
Enchantment
Goblin Bombardment (sld) 7022

Sac Outlet

(Ctrl to add secondary)
Anointed Procession
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
Enchantment
Anointed Procession (akh) 2
Exalted Sunborn
Flying, lifelink
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Warp
(You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Wizard Angel
Exalted Sunborn (peoe) 15s
Mondrak, Glory Dominus
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. (
can be paid with either
or 2 life.)
Legendary Creature - Horror Phyrexian
Mondrak, Glory Dominus (one) 23

Tokens

(Ctrl to add secondary)
Curse-Marred Demon
Flying, trample
When this creature enters, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Creature - Demon
Curse-Marred Demon (fra) 79
Imperial Recruiter
When this creature enters, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Advisor
Imperial Recruiter (mh2) 281
Ranger-Captain of Eos
When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Creature - Human Soldier Ranger
Ranger-Captain of Eos (mh1) 21
Recruiter of the Guard
When this creature enters, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Soldier
Recruiter of the Guard (mh3) 266
The Arkenstone
Creatures you control get +1/+1.
At the beginning of your end step, draw a card.
Legendary Artifact
The Arkenstone // Seek the Heart (hob) 170
The Seriema
When The Seriema enters, search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Other tapped legendary creatures you control have indestructible.
Legendary Artifact - Spacecraft
The Seriema (eoe) 323

Tutor

(Ctrl to add secondary)
Magewright's Stone
,
: Untap target creature that has an activated ability with
in its cost.
Artifact
Magewright's Stone (dis) 162
Thousand-Year Elixir
You may activate abilities of creatures you control as though those creatures had haste.
,
: Untap target creature.
Artifact
Thousand-Year Elixir (spg) 148
Village Bell-Ringer
Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, untap all creatures you control.
Creature - Human Scout
Village Bell-Ringer (isd) 41

Untap

(Ctrl to add secondary)
Agate Instigator
Offspring
(You may pay an additional
as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Whenever another creature you control enters, this creature deals 1 damage to each opponent.
Creature - Rogue Lizard
Agate Instigator (blc) 21
Agrus Kos, Eternal Soldier
Vigilance
Whenever Agrus Kos becomes the target of an ability that targets only it, you may pay
. If you do, copy that ability for each other creature you control that ability could target. Each copy targets a different one of those creatures. (
can be paid with either
or
.)
Legendary Creature - Soldier Spirit
Agrus Kos, Eternal Soldier (j22) 1
Ashnod's Altar
Sacrifice a creature: Add
.
Artifact
Ashnod's Altar (chr) 92
Battlemage's Bracers
Equipped creature has haste.
Whenever an ability of equipped creature is activated, if it isn't a mana ability, you may pay
. If you do, copy that ability. You may choose new targets for the copy.
Equip
Artifact - Equipment
Battlemage's Bracers (c21) 48
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 (sld) 7096
Bilbo's Gambit
Gift a Treasure (You may promise an opponent a gift as you cast this spell. If you do, they create a Treasure token before its other effects. It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn.
Instant
Bilbo's Gambit (hob) 5
Devilish Valet
Trample, haste
Alliance — Whenever another creature you control enters, double this creature's power until end of turn.
Creature - Warrior Devil
Devilish Valet (blc) 195
Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer
Enduring Innocence (dsk) 6
General Leo Cristophe
When General Leo Cristophe enters, return up to one target creature card with mana value 3 or less from your graveyard to the battlefield. Then put a +1/+1 counter on General Leo Cristophe for each creature you control.
Legendary Creature - Human Soldier
General Leo Cristophe (fic) 135
Gleaming Splendor
Whenever an opponent draws their second card each turn, you create a Treasure token.
: Two target players each draw a card.
Enchantment
Gleaming Splendor (hob) 15
Gogo, Mysterious Mime
At the beginning of combat on your turn, you may have Gogo become a copy of another target creature you control until end of turn, except its name is Gogo, Mysterious Mime. If you do, Gogo and that creature each get +2/+0 and gain haste until end of turn and attack this turn if able.
Legendary Creature - Wizard
Gogo, Mysterious Mime (fic) 56
Grab the Prize
As an additional cost to cast this spell, discard a card.
Draw two cards. If the discarded card wasn't a land card, Grab the Prize deals 2 damage to each opponent.
Sorcery
Grab the Prize (dsk) 138
Impact Tremors
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Enchantment
Impact Tremors (dtk) 140
Jaxis, the Troublemaker
,
, Discard a card: Create a token that's a copy of another target creature you control. It gains haste and "When this token dies, draw a card." Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
Blitz
(If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
Legendary Creature - Human Warrior
Jaxis, the Troublemaker (snc) 461
Karmic Guide
Flying, protection from black
Echo
(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit
Karmic Guide (soc) 151
Kinscaer Sentry
First strike, lifelink
Whenever this creature attacks, you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is the number of attacking creatures you control.
Creature - Soldier Kithkin
Kinscaer Sentry (ecl) 300
Magus of the Wheel
,
, Sacrifice this creature: Each player discards their hand, then draws seven cards.
Creature - Human Wizard
Magus of the Wheel (cmm) 241
Molten Gatekeeper
Whenever another creature you control enters, this creature deals 1 damage to each opponent.
Unearth
(
: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature Artifact - Golem
Molten Gatekeeper (mh3) 128
Monologue Tax
Whenever an opponent casts their second spell each turn, you create a Treasure token.
Enchantment
Monologue Tax (dsc) 100
Mother of Runes
: Target creature you control gains protection from the color of your choice until end of turn.
Creature - Human Cleric
Mother of Runes (ulg) 14
Myrel, Shield of Argive
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Legendary Creature - Human Soldier
Myrel, Shield of Argive (slc) 13
Nesting Dovehawk
Flying
At the beginning of combat on your turn, populate. (Create a token that's a copy of a creature token you control.)
Whenever a creature token you control enters, put a +1/+1 counter on this creature.
Creature - Bird
Nesting Dovehawk (moc) 17

Maybeboard

(Ctrl to add secondary)

Deck Info

Deck stats

45 pips - 37 cards
33 mana - 31 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
24 pips - 19 cards
30 mana - 28 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
5 mana - 4 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Carnival of Crimes: a Boros Combo Deck ft. The Jolly Balloon Man"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Basic Overview:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The main goal of this deck is to win by making infinite hasty "},{"insert":{"card-link":"Balloon"}},{"insert":" creatures. If that fails, there's a way to play out almost the entire deck by around turn 7 "},{"attributes":{"italic":true},"insert":"(10/2 update: two ways)"},{"insert":". I've also done more damage than there are molecules in the observable universe "},{"attributes":{"italic":true},"insert":"without"},{"insert":" an infinite combo.\n\nOctober 2, 2026"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Updated the primer to include notes on new swaps including "},{"insert":{"card-link":"Flickering Hound"}},{"insert":", "},{"insert":{"card-link":"Final Fortune"}},{"insert":", and "},{"insert":{"card-link":"Curse-Marred Demon"}},{"insert":".\nMoved some retired cards to the final section \"Shows Over - Notes on the Maybeboard\"\n\n"},{"attributes":{"underline":true},"insert":"Part One: Win-Cons"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Plan A: Ring Their Bell"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"The Jolly Balloon Man"}},{"insert":" + Any Mana Dork + "},{"insert":{"card-link":"Village Bell-Ringer"}},{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Here's how it works"},{"insert":": You activate The Jolly Balloon Man's ability, using your mana dork to pay the {1} cost. Target the Village Bell-Ringer, and when the 1/1 Balloon copy enters, it will untap the Balloon Man and the Mana Dork. This allows you to make any number of hasty Bell-Ringer Balloons.\n\nHolding up "},{"insert":{"card-link":"Flawless Maneuver"}},{"insert":" or "},{"insert":{"card-link":"Deflecting Swat"}},{"insert":" can help protect important creatures when trying to win. If you need to survive someone else's attempt to win before you can get your combo going, protection like "},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" or "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" can save you long enough to get another turn.\n\nPlan B: Pet the Kitty"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Felidar Guardian"}},{"insert":" is the key to the second combo line in this deck. There are a few ways it can work. Let's walk through it:\n\nPlan B.1: Two Balloons"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck has plenty of token multipliers. "},{"insert":{"card-link":"Anointed Procession"}},{"insert":", "},{"insert":{"card-link":"Mondrak, Glory Dominus"}},{"insert":", or "},{"insert":{"card-link":"Exalted Sunborn"}},{"insert":" will make two balloons for the price of one. Since the Felidar Guardian blinks any permanent, it can untap a land or a mana rock. (And, if you have "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":", it effectively allows you to untap mana dorks.)\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Here's how it works"},{"insert":": With a token multiplier on the field, activate the Jolly Balloon Man, using a non-creature source to pay the {1} cost. Create multiple Felidar Guardian balloon copies. Use at least one trigger to untap the Balloon Man and at least one other to untap a land or mana rock. "},{"attributes":{"italic":true},"insert":"Repeat"},{"insert":".\n\nPlan B.2: Triggered"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In addition to token multipliers, this deck also has cards that give additional triggers. "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" will give an extra ETB trigger to the Felidar Guardian itself as well as every balloon since they're 1/1's. "},{"insert":{"card-link":"Roaming Throne"}},{"insert":" (declared as a "},{"attributes":{"italic":true},"insert":"balloon"},{"insert":") will also grant extra triggers.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Here's how it works"},{"insert":": With an extra trigger card on the field, activate the Jolly Balloon Man, using a using a non-creature source to pay the {1} cost. This makes one Felidar Guardian balloon copy, but it will get multiple blink triggers. Use at least one trigger to untap the Balloon Man and at least one other to untap a land or mana rock. "},{"attributes":{"italic":true},"insert":"Repeat."},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"Part Two: Can You Dig It?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck can dig through the library at a pretty fair clip once you start multiplying triggers, tokens, "},{"attributes":{"italic":true},"insert":"and abilities"},{"insert":". With "},{"insert":{"card-link":"Illusionist's Bracers"}},{"insert":" or "},{"insert":{"card-link":"Ertha Jo, Frontier Mentor"}},{"insert":", you can copy the Balloon Man's activated ability - and there are so many cards that will draw you cards. "},{"insert":{"card-link":"Marvin, Murderous Mimic"}},{"insert":", "},{"insert":{"card-link":"Kiki-Jiki, Mirror Breaker"}},{"insert":", and "},{"insert":{"card-link":"Robaran Mercenaries"}},{"insert":" can all create their own token copies of creatures in some way or another. There are five creatures that will draw cards on ETB, which you can then "},{"insert":{"card-link":"Skullclamp"}},{"insert":" for additional card draw.\n\n"},{"insert":{"card-link":"Humble Defector"}},{"insert":" would be amazing if you didn't have to give it away, right? That's why you make a token copy of it and activate the token. It still gets sacrificed at the end step, so you're getting straight up card advantage and giving your opponents a deflated balloon instead. Womp womp.\n\nAdditionally, this deck has a few extra un-tappers in "},{"insert":{"card-link":"Magewright's Stone"}},{"insert":", "},{"insert":{"card-link":"Patriar's Seal"}},{"insert":", and "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":"to make an extra balloon to try and dig a little deeper. \n\nBut what are you digging for? One of the win-cons above. "},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":" can fetch out the Felidar Guardian or the Bell-Ringer. "},{"insert":{"card-link":"Recruiter of the Guard"}},{"insert":" can grab you Imperial Recruiter in a pinch, 3/4 of the copy creatures listed above, or other handy staples like "},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":". If you need removal, "},{"insert":{"card-link":"Duergar Hedge-Mage"}},{"insert":" can take out enchantments and artifacts while \n\n"},{"insert":{"card-link":"The Seriema"}},{"insert":" has so many good targets: Mondrak, Ertha Jo, Marvin, Kiki-Jiki, Ao the Dawn Sky (see part 4). And, if you crew it, you can copy it and keep digging out more legendaries.\n\n"},{"insert":{"card-link":"Curse-Marred Demon"}},{"insert":" is just "},{"insert":{"card-link":"Gamble"}},{"insert":" right? No. It's better because we can't make balloon copies of gamble. Sun Titan helps mitigate the risk here, but you could just as easily swap in a "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" and/or "},{"insert":{"card-link":"Generous Revival"}},{"insert":" if you want to be extra super safe. Both of those cards can bring a Village Bell-Ringer back from the graveyard. \n\n"},{"attributes":{"underline":true},"insert":"Part Three: My Combo Pieces Were Exiled, Now What? Advanced Balloon Combat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nPlan C: \"I know Kung-Fu\""},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Redoubled Stormsinger"}},{"insert":" is low-key one of the most dangerous cards in this deck. Let me outline a board-state for you.\n\nBalloon Man, "},{"insert":{"card-link":"Marvin, Murderous Mimic"}},{"insert":" (or another copy maker), "},{"insert":{"card-link":"Anointed Procession"}},{"insert":" (or another token multiplier), and "},{"insert":{"card-link":"Redoubled Stormsinger"}},{"insert":" \n\nUse the Balloon Man to make "},{"attributes":{"bold":true},"insert":"two "},{"insert":"copies of the stormsinger. Two tokens have entered the battlefield.\nUse Marvin to make "},{"attributes":{"bold":true},"insert":"two more"},{"insert":" copies of the stormsinger. Four tokens have entered the battlefield.\n\nGo to combat, declare the stormsinger tokens as attacking. Each of their triggers goes on the stack. It checks the number of tokens twice - once when it goes on the stack, but then again as it resolves. That means:\nThe first trigger sees four tokens, and makes 8. 12 tokens have entered.\nThe second trigger sees 12 tokens, and makes 24. 36 tokens have entered.\nThe third trigger sees 36 tokens, and makes 72. 108 tokens have entered.\nThe fourth trigger sees 108 tokens, and makes 216. "},{"attributes":{"underline":true,"bold":true},"insert":"There are now 324 1/1 first-strike, flying, hasty balloon stormsingers swinging out for lethal at the table."},{"insert":"\n\nPlan D: Divine Intervention"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Exalted Sunborn"}},{"insert":" isn't legendary.\n\nAny combination of untappers, ability copiers, token makers can make it deadly - even for its pittance of a warp cost at {1}{W}.\nThe first token copy you make, will make two more. \nThat means the next token copy you make will generate 2^3 tokens instead. One will become Eight.\n"},{"attributes":{"italic":true},"insert":"That means"},{"insert":" the next token copy you make will generate 2^11 tokens instead. One will become 2,048.\n\nThat means if you can find a way to get "},{"attributes":{"underline":true,"bold":true},"insert":"THREE"},{"insert":" abilities or triggers that create a token copy of a creature, you can now swing lethal at the board.\n\nPlan E: Explosions!"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There's a reason why it's so low on the list. It's not easy to get all the pieces, but it can do the work in a pinch.\n\n"},{"insert":{"card-link":"Goblin Bombardment"}},{"insert":", "},{"insert":{"card-link":"Robaran Mercenaries"}},{"insert":", and "},{"insert":{"card-link":"Kiki-Jiki, Mirror Breaker"}},{"insert":" can kill basically anything that isn't indestructible, including other players. You can discover into Kiki with the Carnosaur, you can tutor it out with the Seriama or either of the recruiters. Basically, the Robaran Mercenaries use Kiki-Jiki's ability to make infinite copies of themselves, which you use with Goblin Bombardment to do 1 damage at a time to various sources.\n\nIf you like this plan, consider swapping in "},{"insert":{"card-link":"Agate Instigator"}},{"insert":", "},{"insert":{"card-link":"Witty Roastmaster"}},{"insert":", "},{"insert":{"card-link":"Molten Gatekeeper"}},{"insert":" and/or "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" to burn out the table while you make copies of things.\n\nPlan F: Putting It All Together"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Any combination of Redoubled Storminger, Nesting Dovehawk, and Exalted Sunborn can become a lethal board state easily. If you have multiple ways to create token creatures, or ways to copy a token creating ability, always copy the Exalted Sunborn first.\n\n"},{"insert":{"card-link":"Flickering Hound"}},{"insert":" is a "},{"attributes":{"bold":true},"insert":"good dog"},{"insert":". Note that its ability triggers on "},{"attributes":{"italic":true},"insert":"cast"},{"insert":", so you can't blink the creature you're casting. However, you can blink a different creature on the battlefield to double up on an ETB. This deck is loaded with good targets to flicker. Helpful Hunter, Spirited Companion, Inspiring Overseer, and Wall of Omens will draw cards. Curse-Marred Demon will gamble for you while the two recruiters will tutor. Solemn Simulacrum can ramp you. "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" will synergize here too, but be aware that you cannot choose the same target twice for the Flickering Hound's copied ability. Once the target is exiled and returns, it's a new game object. The second flicker's target \"won't exist\" anymore, and so the card won't flicker again. Thankfully, unless things are going really badly, you should have multiple decent targets for a flicker.\n\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Part Four: The Part Where I Explain "},{"attributes":{"underline":true,"italic":true},"insert":"Two Different Ways"},{"attributes":{"underline":true},"insert":" to Play "},{"attributes":{"underline":true,"italic":true},"insert":"Everything"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe Path of the Dragon:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is the deep-cut for this version of my balloon deck: "},{"insert":{"card-link":"Ao, the Dawn Sky"}},{"insert":". \nIf you make a balloon copy of Ao, it will die to the legend rule, triggering its ability.\nIf you have Delney on board, it will trigger twice.\nIf you have any token multipliers on board, it will trigger that many more times.\n\nAlmost every card in this deck has a mana value below four. Here's what to prioritize when you start the Ao chain:\n\n1) Untappers and Extra Mana cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"These will let you untap the Balloon Man and spin the wheel again. Chrome Mox, Sol Ring, and Thousand Year Elixir (especially this, since it will let you activate mana dorks you cheat out!) are all grand prizes.\n\n2) Delney and Roaming Throne"},{"attributes":{"header":3},"insert":"\n"},{"insert":"They're useless unless you can immediately activate the balloon man again, but each one will give an extra trigger. That means looking at, effectively, the top 14 cards per activation.\n\n3) Token Multipliers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Anointed Procession and Mondrak are both only four drops, making them stellar targets for Ao's death trigger.\n\n4) Bellringer"},{"attributes":{"header":3},"insert":"\n"},{"insert":"If you can manage to get a Bell-Ringer, a mana dork, the balloon man, AND Ao on board, you can play through the deck. But at that point, you should be winning the game.\n\nYoshi Stampede:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Did I mention that Flickering Hound is a "},{"attributes":{"bold":true},"insert":"good dog"},{"insert":"? When you "},{"attributes":{"italic":true},"insert":"Discover 5"},{"insert":" with "},{"insert":{"card-link":"Trumpeting Carnosaur"}},{"insert":", you're casting the spell you discover. More than half of the non-land cards in the game are creature cards. That means if you discover a creature while Flickering Hound is on the board, you can immediately flicker the Trumpeting Carnosaur and "},{"attributes":{"italic":true,"bold":true},"insert":"do it again"},{"insert":".\n\nIn a perfect world, you'll have Flickering Hound and Trumpeting Carnosaur on board. You'll cast Village Bell-Ringers, triggering the hound. Before Bell-Ringers resolves, it flickers the Trumpeting Carnosaur, allowing you to discover into a mana dork. From there you're set up to win the game. Keep resolving your discovers until you run out of creatures, resolve the Bell-Ringer, and proceed to victory.\n\nIf you have token doublers, untappers, or things that can create more copies of the Trumpeting Carnosaur, odds are good that you can roll through almost every card in the deck by discovering into creatures. These odds could be optimized a bit, but hitting an Anointed Procession, a Mondrak, untappers, or more... You can wind up making a lot of dinosaurs and playing a lot of cards for free.\n\nPart Four Point Five - This is my "},{"insert":{"card-link":"Final Fortune"}},{"insert":"!"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nLook at your board state.\n"},{"attributes":{"underline":true,"bold":true},"insert":"Do you need one more turn to win, "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"for sure?"},{"insert":"\nIf you have the Bell-Ringer and Mana Dork, but you need one more turn to have enough mana...\nIf you're about to start making copies of Ao and playing out the whole deck, but you don't have the mana to begin the chain...\nIf you have Felidar Guardian and Delney in hand, but not enough mana for both...\nIf you're about to start running out Trumpeting Carnosaurs and overwhelming the board...\nMaybe consider playing Final Fortune.\nIf you haven't played this deck enough to gauge whether you're close to winning or not, maybe swap it out for something else in the Maybeboard.\n\n"},{"attributes":{"underline":true},"insert":"Show's Over - Some Notes on the Maybeboard"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Nesting Dovehawk"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This bird is a menace. With any token multipliers and "},{"insert":{"card-link":"Roaming Throne"}},{"insert":", it's a birdemic.\n\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"With two token multipliers, but no roaming throne"},{"insert":", here's how it works out:\nThe first Balloon Man activation creates 4 balloon birds.\nEach of the 4 balloon birds populates, making 16 more balloons.\nThere are now 20 balloon birds - the first four have 20 +1/+1 counters, the next 16 have 16.\n\nThat's 356 damage in the air.\n\n"},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"With one token multiplier and the throne, here's how it works out"},{"insert":":\nActivate the Balloon Man to make a token copy of the bird. Both birds get two +1/+1 counters because two token entered; the balloon birds will get an extra one thanks to the throne.\nWhen you go to combat, each one of the birds will get a populate trigger. The balloon birds will get an extra one. That's 5 total populate triggers. Each populate trigger will make 2 bird balloons. Each token balloon bird that enters will trigger the +1/+1 counter ability "},{"attributes":{"italic":true},"insert":"twice"},{"insert":". Here's how that shakes out:\n\nBoard State -\nThe original Nesting Dovehawk will have 12 +1/+1 counters, bringing it to 14/14\nThe first two balloon copies will have 24 +1/+1 counters, bringing them to 25/25\nThe next ten balloons from the populate triggers will see each other enter and will have 20 +1/+1 counters\n\nEven if you can only swing with the balloon birds, that's 300 damage in the air.\n\n"},{"insert":{"card-link":"Devilish Valet"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This card just absolutely flattens things. It's like a red Tifa but better because you can make copies of it. 6 other creatures entering (easy in this deck) make it a 64/3 with trample and haste.\n"}]}
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