merlenec
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"The Master’s Manifesto: A Primer"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"I. The Core Philosophy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The goal of this deck is to exploit "},{"attributes":{"bold":true},"insert":"The Master, Multiplied’s"},{"insert":" ability to ignore \"sacrifice\" and \"exile\" triggers on tokens. In a standard deck, Myriad tokens vanish after combat. Here, they stay forever. This deck is built to achieve "},{"attributes":{"bold":true},"insert":"exponential growth"},{"insert":": if you have three Masters, and they all have Myriad, the next time you swing, you aren't getting three more—you’re getting six more.\n"},{"attributes":{"bold":true},"insert":"II. The Game Plan"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Early Game (Turns 1-3):"},{"insert":" Focus on ramp and setup. Cast your \"burn\" pieces like "},{"attributes":{"bold":true},"insert":"Impact Tremors"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Molten Gatekeeper"},{"insert":". These are your \"passive\" win conditions that turn every token into a direct hit to your opponents' life totals."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mid Game (Turns 4-5):"},{"insert":" Drop a \"Multiplication Engine.\" This means "},{"attributes":{"bold":true},"insert":"Blade of Selves"},{"insert":", "},{"attributes":{"bold":true},"insert":"Cybermen Squadron"},{"insert":", or "},{"attributes":{"bold":true},"insert":"Echoing Assault"},{"insert":". You want the board ready so that the moment The Master hits, he starts multiplying."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Master Arrives (Turn 6+):"},{"insert":" Cast your Commander. If possible, have protection like "},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Deflecting Swat"},{"insert":" ready. Once he attacks, the \"Math Problem\" begins."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"III. Key Categories & Card Choices"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Multipliers (Myriad & Clones)"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Blade of Selves / Warchief Giant:"},{"insert":" These are the bread and butter. They generate the tokens that The Master makes permanent."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Saw in Half:"},{"insert":" The secret MVP. Using this on The Master creates two 3/3 versions of him. Since they are permanent, your \"Myriad\" triggers now double every time."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Extra Combats (The Gas)"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Karlach, Fury of Avernus / World at War / Savage Beating:"},{"insert":" Myriad triggers "},{"attributes":{"italic":true},"insert":"each time"},{"insert":" a creature attacks. Extra combats allow you to trigger Myriad multiple times in a single turn, leading to 3 -> 9 -> 27+ Master tokens in one go."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Chaos & Shenanigans (The \"Funny\" Part)"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Confusion in the Ranks:"},{"insert":" Since we make tokens for free, we use them as \"currency\" to trade for our opponents' actual cards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Possibility Storm:"},{"insert":" This deck relies on triggers, not just casting from hand. This card locks down our opponents' ability to play a strategic game while we continue our \"combat-trigger\" engine."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Humble Defector:"},{"insert":" Usually a risk, but here we can make permanent clones of him to draw cards and then \"gift\" the clones to opponents to manipulate the table’s politics."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Finishers (The \"Oops, I Win\")"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Warstorm Surge / Purphoros, God of the Forge:"},{"insert":" When you are creating 10+ permanent tokens a turn, these cards will end the game before your creatures even deal combat damage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Vindictive Lich:"},{"insert":" When given Myriad, this creature creates a permanent political nightmare. If the table wipes your board, the Lich triggers will essentially strip your opponents of their hands, creatures, and life totals simultaneously."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"IV. Notable Synergies"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sundial of the Infinite:"},{"insert":" If The Master is removed, you can use the Sundial to end your turn with the \"Exile\" triggers on the stack, allowing you to keep your tokens even without your Commander on the field."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mirkwood Bats:"},{"insert":" Since you are creating (and sometimes sacrificing) massive amounts of tokens, the Bats will drain the table faster than almost any other card in the deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"V. Weaknesses"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander Dependency:"},{"insert":" The deck functions best when The Master is out. This is why we run "},{"attributes":{"bold":true},"insert":"Bolt Bend"},{"insert":", "},{"attributes":{"bold":true},"insert":"Return the Favor"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"insert":". Protect the Master at all costs."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Board Wipes:"},{"insert":" While we keep our tokens, a "},{"attributes":{"bold":true},"insert":"Cyclonic Rift"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Farewell"},{"insert":" can be devastating. Timing your \"Extra Combat\" wins is key to ending the game before a wipe can occur."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
Mimic Vat
Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with this artifact to its owner's graveyard.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
Artifact

Artifact
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Combat Celebrant
If this creature hasn't been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase. (An exerted creature won't untap during your next untap step.)
Creature - Human Warrior

Delina, Wild Mage
Whenever Delina attacks, choose target creature you control, then roll a d20.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
Legendary Creature - Elf Shaman

Firbolg Flutist
Enthralling Performance — When this creature enters, gain control of target creature you don't control until end of turn. Untap it. It gains haste and myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature - Giant Bard

Karlach, Fury of Avernus
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Barbarian Tiefling

Mirage Phalanx
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Mirage Phalanx is paired with another creature, each of those creatures has "At the beginning of combat on your turn, create a token that's a copy of this creature, except it has haste and loses soulbond. Exile it at end of combat."
As long as Mirage Phalanx is paired with another creature, each of those creatures has "At the beginning of combat on your turn, create a token that's a copy of this creature, except it has haste and loses soulbond. Exile it at end of combat."
Creature - Human Soldier

Mishra, Claimed by Gix
Whenever you attack, each opponent loses X life and you gain X life, where X is the number of attacking creatures. If Mishra, Claimed by Gix and a creature named Phyrexian Dragon Engine are attacking, and you both own and control them, exile them, then meld them into Mishra, Lost to Phyrexia. It enters tapped and attacking.
Legendary Creature - Human Artificer Phyrexian

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

Orthion, Hero of Lavabrink
, : Create a token that's a copy of another target creature you control. It gains haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
, : Create five tokens that are copies of another target creature you control. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.
, : Create five tokens that are copies of another target creature you control. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.
Legendary Creature - Human Soldier

Purphoros, God of the Forge
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
Legendary Creature Enchantment - God

Rionya, Fire Dancer
At the beginning of combat on your turn, create X tokens that are copies of another target creature you control, where X is one plus the number of instant and sorcery spells you've cast this turn. They gain haste. Exile them at the beginning of the next end step.
Legendary Creature - Human Wizard

Creature
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Gonti, Lord of Luxury
Deathtouch
When Gonti enters, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
When Gonti enters, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
Legendary Creature - Rogue Aetherborn

Share the Spoils
When this enchantment enters and whenever an opponent loses the game, exile the top card of each player's library.
During each player's turn, that player may play a land or cast a spell from among cards exiled with this enchantment, and they may spend mana as though it were mana of any color to cast that spell. When they do, exile the top card of their library.
During each player's turn, that player may play a land or cast a spell from among cards exiled with this enchantment, and they may spend mana as though it were mana of any color to cast that spell. When they do, exile the top card of their library.
Enchantment

Draw
(Ctrl to add secondary)
Echoing Assault
Creature tokens you control have menace.
Whenever you attack a player, choose target nontoken creature that's attacking that player. Create a token that's a copy of that creature, except it's 1/1. The token enters tapped and attacking that player. Sacrifice it at the beginning of the next end step.
Whenever you attack a player, choose target nontoken creature that's attacking that player. Create a token that's a copy of that creature, except it's 1/1. The token enters tapped and attacking that player. Sacrifice it at the beginning of the next end step.
Enchantment

Rite of the Raging Storm
Creatures named Lightning Rager can't attack you or planeswalkers you control.
At the beginning of each player's upkeep, that player creates a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and "At the beginning of the end step, sacrifice this token."
At the beginning of each player's upkeep, that player creates a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and "At the beginning of the end step, sacrifice this token."
Enchantment

Enchantment
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Great Train Heist
Spree (Choose one or more additional costs.)
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Instant

Savage Beating
Cast this spell only during combat on your turn.
Choose one —
• Creatures you control gain double strike until end of turn.
• Untap all creatures you control. After this phase, there is an additional combat phase.
Entwine (Choose both if you pay the entwine cost.)
Choose one —
• Creatures you control gain double strike until end of turn.
• Untap all creatures you control. After this phase, there is an additional combat phase.
Entwine (Choose both if you pay the entwine cost.)
Instant

Instant
(Ctrl to add secondary)
Gallifrey Council Chamber
When Gallifrey Council Chamber enters, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
: Add .
: Add one mana of any color. Spend this mana only to cast a Time Lord or Alien spell or activate an ability of a Time Lord or Alien.
: Add .
: Add one mana of any color. Spend this mana only to cast a Time Lord or Alien spell or activate an ability of a Time Lord or Alien.
Legendary Land

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
(Ctrl to add secondary)
Kardur, Doomscourge
When Kardur enters, until your next turn, creatures your opponents control attack each combat if able and attack a player other than you if able.
Whenever an attacking creature dies, each opponent loses 1 life and you gain 1 life.
Whenever an attacking creature dies, each opponent loses 1 life and you gain 1 life.
Legendary Creature - Demon Berserker

Protection
(Ctrl to add secondary)
Ramp
(Ctrl to add secondary)
Sepulchral Primordial
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
Creature - Avatar

Recursion
(Ctrl to add secondary)
Removal
(Ctrl to add secondary)
Overpowering Attack
Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.
Sorcery

Twinflame
Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.
Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.
Sorcery

World at War
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery

Sorcery
(Ctrl to add secondary)
Possibility Storm
Whenever a player casts a spell from their hand, that player exiles it, then exiles cards from the top of their library until they exile a card that shares a card type with it. That player may cast that card without paying its mana cost. Then they put all cards exiled with this enchantment on the bottom of their library in a random order.
Enchantment

Stax
(Ctrl to add secondary)
Cybermen Squadron
Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature Artifact - Cyberman

Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"The Master’s Manifesto: A Primer"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"I. The Core Philosophy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The goal of this deck is to exploit "},{"attributes":{"bold":true},"insert":"The Master, Multiplied’s"},{"insert":" ability to ignore \"sacrifice\" and \"exile\" triggers on tokens. In a standard deck, Myriad tokens vanish after combat. Here, they stay forever. This deck is built to achieve "},{"attributes":{"bold":true},"insert":"exponential growth"},{"insert":": if you have three Masters, and they all have Myriad, the next time you swing, you aren't getting three more—you’re getting six more.\n"},{"attributes":{"bold":true},"insert":"II. The Game Plan"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Early Game (Turns 1-3):"},{"insert":" Focus on ramp and setup. Cast your \"burn\" pieces like "},{"attributes":{"bold":true},"insert":"Impact Tremors"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Molten Gatekeeper"},{"insert":". These are your \"passive\" win conditions that turn every token into a direct hit to your opponents' life totals."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mid Game (Turns 4-5):"},{"insert":" Drop a \"Multiplication Engine.\" This means "},{"attributes":{"bold":true},"insert":"Blade of Selves"},{"insert":", "},{"attributes":{"bold":true},"insert":"Cybermen Squadron"},{"insert":", or "},{"attributes":{"bold":true},"insert":"Echoing Assault"},{"insert":". You want the board ready so that the moment The Master hits, he starts multiplying."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Master Arrives (Turn 6+):"},{"insert":" Cast your Commander. If possible, have protection like "},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Deflecting Swat"},{"insert":" ready. Once he attacks, the \"Math Problem\" begins."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"III. Key Categories & Card Choices"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Multipliers (Myriad & Clones)"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Blade of Selves / Warchief Giant:"},{"insert":" These are the bread and butter. They generate the tokens that The Master makes permanent."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Saw in Half:"},{"insert":" The secret MVP. Using this on The Master creates two 3/3 versions of him. Since they are permanent, your \"Myriad\" triggers now double every time."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Extra Combats (The Gas)"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Karlach, Fury of Avernus / World at War / Savage Beating:"},{"insert":" Myriad triggers "},{"attributes":{"italic":true},"insert":"each time"},{"insert":" a creature attacks. Extra combats allow you to trigger Myriad multiple times in a single turn, leading to 3 -> 9 -> 27+ Master tokens in one go."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Chaos & Shenanigans (The \"Funny\" Part)"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Confusion in the Ranks:"},{"insert":" Since we make tokens for free, we use them as \"currency\" to trade for our opponents' actual cards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Possibility Storm:"},{"insert":" This deck relies on triggers, not just casting from hand. This card locks down our opponents' ability to play a strategic game while we continue our \"combat-trigger\" engine."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Humble Defector:"},{"insert":" Usually a risk, but here we can make permanent clones of him to draw cards and then \"gift\" the clones to opponents to manipulate the table’s politics."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Finishers (The \"Oops, I Win\")"},{"attributes":{"header":4},"insert":"\n"},{"attributes":{"bold":true},"insert":"Warstorm Surge / Purphoros, God of the Forge:"},{"insert":" When you are creating 10+ permanent tokens a turn, these cards will end the game before your creatures even deal combat damage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Vindictive Lich:"},{"insert":" When given Myriad, this creature creates a permanent political nightmare. If the table wipes your board, the Lich triggers will essentially strip your opponents of their hands, creatures, and life totals simultaneously."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"IV. Notable Synergies"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sundial of the Infinite:"},{"insert":" If The Master is removed, you can use the Sundial to end your turn with the \"Exile\" triggers on the stack, allowing you to keep your tokens even without your Commander on the field."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mirkwood Bats:"},{"insert":" Since you are creating (and sometimes sacrificing) massive amounts of tokens, the Bats will drain the table faster than almost any other card in the deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"V. Weaknesses"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander Dependency:"},{"insert":" The deck functions best when The Master is out. This is why we run "},{"attributes":{"bold":true},"insert":"Bolt Bend"},{"insert":", "},{"attributes":{"bold":true},"insert":"Return the Favor"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"insert":". Protect the Master at all costs."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Board Wipes:"},{"insert":" While we keep our tokens, a "},{"attributes":{"bold":true},"insert":"Cyclonic Rift"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Farewell"},{"insert":" can be devastating. Timing your \"Extra Combat\" wins is key to ending the game before a wipe can occur."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
































































