Lecazicite
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Commander
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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.
, : 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

Commander
(Ctrl to add secondary)
Blink
(Ctrl to add secondary)
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.
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

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.
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

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

Draw
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Finisher
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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.
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

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.
Exile Teferi's Protection.
Instant

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

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

Tokens
(Ctrl to add secondary)
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.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Creature - Human Soldier Ranger

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.
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

Tutor
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Untap
(Ctrl to add secondary)
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 .)
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

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

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.)
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

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

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.)
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

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.
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

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.)
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

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.
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

Maybeboard
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Deck Info
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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"}]}



















































































