DirtyKermit
249 views5 months ago
Commander
Size: 100Salt sum: 25.89
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Couple More Cards
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

Couple More Cards
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En-Two-mb
Unstable Glyphbridge
When this artifact enters, if you cast it, for each player, choose a creature with power 2 or less that player controls. Then destroy all creatures except creatures chosen this way.
Craft with artifact (, Exile this artifact, Exile another artifact you control or an artifact card from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Craft with artifact (, Exile this artifact, Exile another artifact you control or an artifact card from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Artifact


En-Two-mb
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Hop Two It
Claim Jumper
Vigilance
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
Creature - Mercenary Rabbit

Hop Two It
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Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Land
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Pro-two-ction
Divine Resilience
Kicker (You may pay an additional as you cast this spell.)
Target creature you control gains indestructible until end of turn. If this spell was kicked, instead any number of target creatures you control gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Target creature you control gains indestructible until end of turn. If this spell was kicked, instead any number of target creatures you control gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Instant

Ultimate Magic: Holy
Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Pro-two-ction
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Re-two-val
Unwanted Remake
Destroy target creature. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant

Re-two-val
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Striking Out
Striking Out
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Take Two
Dewdrop Cure
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.)
Return up to two target creature cards each with mana value 2 or less from your graveyard to the battlefield. If the gift was promised, instead return up to three target creature cards each with mana value 2 or less from your graveyard to the battlefield.
Return up to two target creature cards each with mana value 2 or less from your graveyard to the battlefield. If the gift was promised, instead return up to three target creature cards each with mana value 2 or less from your graveyard to the battlefield.
Sorcery

The Restoration of Eiganjo
(As this Saga enters and after your draw step, add a lore counter.)
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — You may discard a card. When you do, return target permanent card with mana value 2 or less from your graveyard to the battlefield tapped.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — You may discard a card. When you do, return target permanent card with mana value 2 or less from your graveyard to the battlefield tapped.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Take Two
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Time Two Die
Consul's Lieutenant
First strike
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
Whenever this creature attacks, if it's renowned, other attacking creatures you control get +1/+1 until end of turn.
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
Whenever this creature attacks, if it's renowned, other attacking creatures you control get +1/+1 until end of turn.
Creature - Human Soldier

Time Two Die
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This deck is built around 1 key word and 1 key number - the keyword first strike, and the number 2. Oh, wait, but first strike is turned to double strike with our commander! So is that 2 key words? Ah, forget it. I'm two tired to ruminate over technicalities. \n\n"},{"insert":{"card-link":"Kwende, Pride of Femeref"}},{"insert":" \nOur commander itself may come off as fairly straightforward - and it does! Our deck doesn't have to be two complicated to understand - Kwende buffs our creatures with first strike, and turns them in-two much more aggressive beatsticks for their mana cost. But is that really all there is two it? No! Come on, restrictions breed creativity or some nonsense - so every nonland card (and even some lands) in this deck has the number 2 printed somewhere on it. Sometimes 2 shows up TWO TIMES! (Or more.)\n\n"},{"insert":{"card-link":"Jazal Goldmane"}},{"insert":" "},{"insert":{"card-link":"For the Emperor!"}},{"insert":" "},{"insert":{"card-link":"Consul's Lieutenant"}},{"insert":" \nOur beatsticks are going two get outclassed by plenty of other threats that just end up being bigger or more abundant, no matter how many we throw down in the early game. That's why it stands two reason we need two give our army a steroid injection. Double strike means that these pump effects hit way harder then they have any right two.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Pro-two-ction and Take Two"},{"insert":"\nThe other players are undoubtedly going two get at least somewhat moderately annoyed by being slapped silly, and they're going two want to cut your board down two size. That's why we want to be able to keep our creatures alive with as much protection as we can reliably allow without hampering our gameplan, and if that fails, we want to disen-two-mb them back from the dead for a second go at life (but not a third time because that's sacrilege).\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Couple More Cards"},{"insert":"\nLet's face it, once you start throwing down your cheap 2-cost creatures, you'll start two find that your hand gets rather light. We want two make sure we can keep drawing in-two more creatures to keep the aggression coming, and two get at least one piece of protection in hand in case the mob comes knocking on our door.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Re-two-val and En-Two-mb"},{"insert":"\nOh no, things are getting out of hand! Expectedly, some of our swings are no longer as profitable, even with double strike on our side. We need to figure our way out of this - okay, you know how two blow things up, you don't need an explanation. Our board wipes pair nicely with a glass of wine and an indestructibility spell to make them more one-sided than they currently are. \n\n"},{"insert":{"card-link":"White Orchid Phantom"}},{"insert":" \nI enjoy this as a multi-tool beatstick for both having evasion and getting rid of problematic lands that can ruin our day, such as Maze of Ith or... dear lord, Blast Zone with 2 charge counters.\n\n"},{"insert":{"card-link":"Declaration in Stone"}},{"insert":" \nPrimarily useful for hosing down that token deck player with more soldiers than I can count (I can only count two 2), but can also eliminate a single target that's giving you grief.\n\n"},{"insert":{"card-link":"Brigid, Hero of Kinsbaile"}},{"insert":" \nToken spam decks, beware! Brigid alone can decide combats to skew heavily in your favor. First strikers are gonna gain a significant advantage facing down any creature with 2 less toughness, but our double strikers will be able two trade off with bigger threats then they traditionally could. It's fun to be able to get your 2/2 to take down a 6 toughness creature with a little bit of sword dancing.\n"}]}




































































