509 views6 months ago
Commander
Size: 100Salt sum: 48.37
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luigiLLL

509 views6 months ago
Commander
Size: 100Salt sum: 48.37

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{"ops":[{"insert":"This deck is currently under construction and play testing stage. There are multiple avenues it can take; however, the weakness of this commander are also weak areas for the red and white colors. Stay tuned to see how we expand on the strengths and reduce our weakness. The majority of players to do not fit into the bracket 5 high power cEDH pods, bracket 3/4 games tend to take different paths through a game that need to make building at these power levels more unique. This deck is built for a standard range of low bracket 3 to mid bracket 4, see the bottom for budget adjustments (budget friendly vs more expensive options). *I may even just make two seperate deck list and link each other because the power and budget difference for this deck can be huge.*\n\nOriginally, I used online resources such as: EDHrec, YouTube, Scryfall, and other MTG forums for ideas. I built this deck off of the recommended cards, sat down with my play group and got destroyed by low bracket 4s then low bracket 3s. I was about to give up on the deck because I could not get it to function properly in a true game setting. That is until.... I began this brewing adventure piece by piece. \n\nStrengths:\nToken Creation and Payoffs:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Red/White (Boros) has great token synergies and token generation. This can be consistent or splashy, Lorehold allows us to focus on the splashy side of tokens."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Mostly treasure and Creature tokens"},{"attributes":{"indent":2,"list":"bullet"},"insert":"\n"},{"insert":"Cheating out high cost spells and sorceries:"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Weakness:\nCard Draw or Card Advantage:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Red/White (Boros) often falls behind to other colors in this department. When discarding, to essentially pay for the reduction cost of casting an instant or sorcery for 2 mana (Miracle), the player will always burn through their hand too fast and remove themself from the game. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"I attempted cheap consistent draw and still burnt my hand too quick. The fix I am attempting is mass hand refills, the \"wheel\" strategy if you wheel ;)."},{"attributes":{"indent":2,"list":"bullet"},"insert":"\n"},{"insert":"Commander Dependent :"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Without Lorehold being on the battlefield, this deck cannot function. There are two factors that must be implemented into midrange commander dependent decks such as; ramp and protection."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Ramp: Commander has become predictable with this category with mana rocks such as; Sol Ring, Arcane Signet, Fellwar Stone, Mindstone, Commander's Sphere, Talisman, Signets, etc... these artifacts have become staples to 98% of decks in this format."},{"attributes":{"indent":2,"list":"bullet"},"insert":"\n"},{"insert":"Protection: Static protection will be the most efficient strategy with equipment such as; swiftfoot boots, lightning greaves, champions helm, etc... However, instant speed interaction will be necessary to keep Lorehold on the field. Take advantage of protection spells that offer the \"scry\" mechanic, this can really play a factor throughout the game as you filter through your top decking."},{"attributes":{"indent":2,"list":"bullet"},"insert":"\n"},{"insert":"Attention Hog (High Threat Level):"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"When playing with a \"go wide\" strategy, that player tends to receive the most attention on the table because they are doing the most at the table. Lorehold will be activating multiple times throughout a turn cycle, which will be noticed by the pod. Whenever players begin to watch your interaction closely, they will be more prepped for you big splashy spells or they will just remove Lorehold. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"To keep the element of surprise or not have a threat meter, you need to casually filter your top cards and be prepared to pop off once its your turn. This is much easier to manage if you Miracle on the players turn right before you giving the other players less window to react. \\"},{"attributes":{"indent":2,"list":"bullet"},"insert":"\n"},{"insert":"\nNow time for the big question I struggled with, \"How does this deck win\". Well lets get into it:\n\t\nEarly game (Opening hand to Round 3-4)\n\tLorehold is the entire deck, unlike other decks there is not prep or build up. The strategy is simple, get Lorehold on the field. This deck is going to be lower on land count and higher on mana rocks due to how many cards we are going to see during a game. One mana rock in your opening hand will get Lorehold out on turn 4, while a sol ring into signet could get him out on turn 3. This will make or break your game and is the only focus of your early game.\n\nMid Game (Rounds 5-7)\n\tGoing fast early results in a lower static cards in hand so, if you were able to get one of the top deck manipulators on the field early game great. If not, we are pilfering through our top decks searching for a splash, you need to leave mana open constantly and do not be afraid to wheel. Wheeling will allow you to see more cards, throw off your opponents plans, cause confusion, and even the playing field for you. This is where the deck sub type is going to play a factor, you ideally want 3-4 big splash cards during these two rounds. \n\t\t\t\t\t\t\t\tTokens: Your board should be wide with a token army to chump block or be a threat to swing in for eliminating a player. (Budget friendly)\n\t\t\t\t\t\t\t\tPillow Fort: Your opponents should see so many reasons why they should not attack you, that they wage war on each other. (Mid Tier Budget)\n\t\t\t\t\t\t\t\tControl/Tempo: Your splashes are full of board wipes and damage dealing spells, which keeps the game manageable. Now that the game is later the players constantly trying to build up their board will be out valued by your multiple splashy cards that are being miracled out for Two mana. (Most Expensive Option)\n\t\t\t\t\t\t\t\tBox of Chocolates!: Maybe you have have a little bit of everything laying around and you want to the deck to feel fun and different everytime.\n\n"}]}
Lorehold, the Historian
Flying, haste
Each instant and sorcery card in your hand has miracle
. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)
At the beginning of each opponent's upkeep, you may discard a card. If you do, draw a card.
Legendary Creature - Elder Dragon
Lorehold, the Historian (sos) 201

Commander

(Ctrl to add secondary)
Call Forth the Tempest
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.)
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Sorcery
Call Forth the Tempest (ltc) 509
Champion's Helm
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip
Artifact - Equipment
Champion's Helm (fic) 337
Gods Willing
Target creature you control gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.)
Scry 1.
Instant
Gods Willing (clu) 63
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (soc) 350
Loran's Escape
Target artifact or creature gains hexproof and indestructible until end of turn. Scry 1.
Instant
Loran's Escape (bro) 14
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 (clb) 702
Promise of Loyalty
Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.
Sorcery
Promise of Loyalty (soc) 161
Redeem the Lost
Target creature you control gains protection from the color of your choice until end of turn. Clash with an opponent. If you win, return Redeem the Lost to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Instant
Redeem the Lost (mor) 21
Rise of the Eldrazi
This spell can't be countered.
Destroy target permanent. Target player draws four cards. Take an extra turn after this one.
Exile Rise of the Eldrazi.
Sorcery
Rise of the Eldrazi (cmm) 716
Sheltering Light
Target creature gains indestructible until end of turn. Scry 1. (Damage and effects that say "destroy" don't destroy the creature.)
Instant
Sheltering Light (xln) 35
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (fic) 361

Control

(Ctrl to add secondary)
Borrowed Knowledge
Choose one —
• Discard your hand, then draw cards equal to the number of cards in target opponent's hand.
• Discard your hand, then draw cards equal to the number of cards discarded this way.
Sorcery
Borrowed Knowledge (sos) 178
Imposing Grandeur
Each player may discard their hand and draw cards equal to the greatest mana value of a commander they own on the battlefield or in the command zone.
Sorcery
Imposing Grandeur (voc) 24
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
Monument to Endurance
Whenever you discard a card, choose one that hasn't been chosen this turn —
• Draw a card.
• Create a Treasure token.
• Each opponent loses 3 life.
Artifact
Monument to Endurance (dft) 237
Raphael's Technique
Sneak
(You may cast this spell for
if you also return an unblocked attacker you control to hand during the declare blockers step.)
Each player may discard their hand and draw seven cards.
Instant
Raphael's Technique (tmt) 105
Reforge the Soul
Each player discards their hand, then draws seven cards.
Miracle
(You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Reforge the Soul (inr) 167
Reprieve
Return target spell to its owner's hand.
Draw a card.
Instant
Reprieve (ltr) 26
Sensei's Divining Top
: Look at the top three cards of your library, then put them back in any order.
: Draw a card, then put this artifact on top of its owner's library.
Artifact
Sensei's Divining Top (2x2) 314
Snort
Each player may discard their hand and draw five cards. Then Snort deals 5 damage to each opponent who discarded their hand this way.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Snort (fic) 58
Wheel of Fate
Suspend 4—
(Rather than cast this card from your hand, pay
and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Each player discards their hand, then draws seven cards.
Sorcery
Wheel of Fate (tsr) 198
Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery
Wheel of Misfortune (cmr) 211
Will of the Jeskai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Sorcery
Will of the Jeskai (tdc) 40

Draw

(Ctrl to add secondary)
Boros Garrison
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Boros Garrison (clu) 231
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (soc) 366
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (soc) 129
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (sos) 278
Plains
(
: Add
.)
Basic Land - Plains
Plains (sos) 272
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (soc) 398
Sokenzan, Crucible of Defiance
: Add
.
Channel —
, Discard this card: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Sokenzan, Crucible of Defiance (neo) 276

Land

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (soc) 127
Bender's Waterskin
Untap this artifact during each other player's untap step.
: Add one mana of any color.
Artifact
Bender's Waterskin (tla) 255
Boros Signet
,
: Add
.
Artifact
Boros Signet (tdc) 314
Brass's Bounty
For each land you control, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Brass's Bounty (fdn) 190
Commander's Sphere
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
Artifact
Commander's Sphere (ecc) 139
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (soc) 347
Fire Diamond
This artifact enters tapped.
: Add
.
Artifact
Fire Diamond (clb) 313
Hit the Mother Lode
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery
Hit the Mother Lode (lci) 153
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (soc) 352
Season of the Bold
Choose up to five
worth of modes. You may choose the same mode more than once.
— Create a tapped Treasure token.
— Exile the top two cards of your library. Until the end of your next turn, you may play them.
— Until the end of your next turn, whenever you cast a spell, Season of the Bold deals 2 damage to up to one target creature.
Sorcery
Season of the Bold (blb) 152
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 (cmm) 57
Sol Ring
: Add
.
Artifact
Sol Ring (soc) 128
Storm-Kiln Artist
This creature gets +1/+0 for each artifact you control.
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Shaman Dwarf
Storm-Kiln Artist (soc) 255
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (fic) 368

Ramp

(Ctrl to add secondary)
Approach of the Second Sun
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
Sorcery
Approach of the Second Sun (plst) AKH-4
Brallin, Skyshark Rider
Partner with Shabraz, the Skyshark (When this creature enters, target player may put Shabraz into their hand from their library, then shuffle.)
Whenever you discard a card, put a +1/+1 counter on Brallin and it deals 1 damage to each opponent.
: Target Shark gains trample until end of turn.
Legendary Creature - Human Shaman
Brallin, Skyshark Rider (plst) C20-4
Ensnared by the Mara
Each opponent faces a villainous choice — They exile cards from the top of their library until they exile a nonland card, then you may cast that card without paying its mana cost, or that player exiles the top four cards of their library and Ensnared by the Mara deals damage equal to the total mana value of those exiled cards to that player.
Sorcery
Ensnared by the Mara (who) 689
Fiery Confluence
Choose three. You may choose the same mode more than once.
• Fiery Confluence deals 1 damage to each creature.
• Fiery Confluence deals 2 damage to each opponent.
• Destroy target artifact.
Sorcery
Fiery Confluence (tle) 165
Glint-Horn Buccaneer
Haste
Whenever you discard a card, this creature deals 1 damage to each opponent.
, Discard a card: Draw a card. Activate only if this creature is attacking.
Creature - Minotaur Pirate
Glint-Horn Buccaneer (j22) 539
Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson
Improvisation Capstone (sos) 120
Impulsivity
When this creature enters, you may cast target instant or sorcery card from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Encore
(
, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Elemental Incarnation
Impulsivity (ecc) 13
Invoke Calamity
You may cast up to two instant and/or sorcery spells with total mana value 6 or less from your graveyard and/or hand without paying their mana costs. If those spells would be put into your graveyard, exile them instead. Exile Invoke Calamity.
Instant
Invoke Calamity (neo) 147
Longshot, Rebel Bowman
Reach (This creature can block creatures with flying.)
Noncreature spells you cast cost
less to cast.
Whenever you cast a noncreature spell, Longshot deals 2 damage to each opponent.
Legendary Creature - Human Ally Rebel
Longshot, Rebel Bowman (tle) 120
Mizzix's Mastery
Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Mizzix's Mastery (otc) 175
Olórin's Searing Light
Each opponent exiles a creature with the greatest power among creatures that player controls.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Olórin's Searing Light deals damage to each opponent equal to the power of the creature they exiled.
Instant
Olórin's Searing Light (ltc) 503
Quintorius, Loremaster
Vigilance
At the beginning of your end step, exile target noncreature, nonland card from your graveyard. Create a 3/2 red and white Spirit creature token.
,
, Sacrifice a Spirit: Choose target card exiled with Quintorius. You may cast that card this turn without paying its mana cost. If that spell would be put into a graveyard, put it on the bottom of its owner's library instead.
Legendary Creature - Cleric Elephant
Quintorius, Loremaster (soc) 327
Riddle of Lightning
Choose any target. Scry 3, then reveal the top card of your library. Riddle of Lightning deals damage equal to that card's mana value to that permanent or player.
Instant
Riddle of Lightning (tsr) 183
Scroll Rack
,
: Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.
Artifact
Scroll Rack (cmr) 337
Soulfire Eruption
Choose any number of target creatures, planeswalkers, and/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card's mana value to that permanent or player. You may play the exiled cards until the end of your next turn.
Sorcery
Soulfire Eruption (cmr) 201
Squee, Goblin Nabob
At the beginning of your upkeep, you may return this card from your graveyard to your hand.
Legendary Creature - Goblin
Squee, Goblin Nabob (soc) 254
Surly Badgersaur
Whenever you discard a creature card, put a +1/+1 counter on this creature.
Whenever you discard a land card, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Whenever you discard a noncreature, nonland card, this creature fights up to one target creature you don't control.
Creature - Dinosaur Badger
Surly Badgersaur (c20) 57
Taunt from the Rampart
Goad all creatures your opponents control. Until your next turn, those creatures can't block. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Sorcery
Taunt from the Rampart (ltc) 71
The Dawning Archaic
This spell costs
less to cast for each instant and sorcery card in your graveyard.
Reach
Whenever The Dawning Archaic attacks, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Legendary Creature - Avatar
The Dawning Archaic (sos) 289
Young Pyromancer
Whenever you cast an instant or sorcery spell, create a 1/1 red Elemental creature token.
Creature - Human Shaman
Young Pyromancer (tdc) 95

Synergy

(Ctrl to add secondary)
Deploy to the Front
Create X 1/1 white Soldier creature tokens, where X is the number of creatures on the battlefield.
Sorcery
Deploy to the Front (40k) 184
Furygale Flocking
This spell costs
less to cast for each instant and sorcery card in your graveyard.
For each opponent, create two 3/3 blue and red Elemental creature tokens with flying that attack that opponent this turn if able. They gain haste until end of turn.
Sorcery
Furygale Flocking (soc) 32
Spectral Procession
Create three 1/1 white Spirit creature tokens with flying.
Sorcery
Spectral Procession (plst) SHM-23
Storm Herd
Create X 1/1 white Pegasus creature tokens with flying, where X is your life total.
Sorcery
Storm Herd (scd) 36
Tempt with Bunnies
Tempting Offer — Draw a card and create a 1/1 white Rabbit creature token. Then each opponent may draw a card and create a 1/1 white Rabbit creature token. For each opponent who does, you draw a card and you create a 1/1 white Rabbit creature token.
Sorcery
Tempt with Bunnies (blc) 13
Triplicate Spirits
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Create three 1/1 white Spirit creature tokens with flying.
Sorcery
Triplicate Spirits (j25) 273

Synergy Tokens

(Ctrl to add secondary)
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact
Archaeomancer's Map (soc) 136
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
Sorcery
Austere Command (fic) 231
Barrage of Boulders
Barrage of Boulders deals 1 damage to each creature you don't control.
Ferocious — If you control a creature with power 4 or greater, creatures can't block this turn.
Sorcery
Barrage of Boulders (plst) KTK-100
Battle Screech
Create two 1/1 white Bird creature tokens with flying.
Flashback—Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Battle Screech (cmm) 17
Birgi, God of Storytelling
Whenever you cast a spell, add
. Until end of turn, you don't lose this mana as steps and phases end.
Creatures you control can boast twice during each of your turns rather than once.
Legendary Creature - God
Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 123Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 123
Captain's Call
Create three 1/1 white Soldier creature tokens.
Sorcery
Captain's Call (dmu) 9
Chaotic Transformation
Exile up to one target artifact, up to one target creature, up to one target enchantment, up to one target planeswalker, and/or up to one target land. For each permanent exiled this way, its controller reveals cards from the top of their library until they reveal a card that shares a card type with it, puts that card onto the battlefield, then shuffles.
Sorcery
Chaotic Transformation (dmu) 117
Citadel Siege
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control.
• Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
Enchantment
Citadel Siege (mic) 81
Condemn
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
Instant
Condemn (rvr) 14
Congregate
Target player gains 2 life for each creature on the battlefield.
Instant
Congregate (dmr) 4
Daring Discovery
Up to three target creatures can't block this turn.
Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery
Daring Discovery (lci) 142
Dwarven Reinforcements
Create two 2/1 red Dwarf Berserker creature tokens.
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.)
Sorcery
Dwarven Reinforcements (khm) 134
Efreet Flamepainter
Double strike
Whenever this creature deals combat damage to a player, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Creature - Shaman Efreet
Efreet Flamepainter (stx) 98
Emerge from the Cocoon
Return target creature card from your graveyard to the battlefield. You gain 3 life.
Sorcery
Emerge from the Cocoon (dsk) 5
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (soc) 244
Festival of Embers
During your turn, you may cast instant and sorcery spells from your graveyard by paying 1 life in addition to their other costs.
If a card or token would be put into your graveyard from anywhere, exile it instead.
: Sacrifice this enchantment.
Enchantment
Festival of Embers (blb) 134
Fiery Temper
Fiery Temper deals 3 damage to any target.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Instant
Fiery Temper (inr) 154
Gamble
Search your library for a card, put that card into your hand, discard a card at random, then shuffle.
Sorcery
Gamble (dmr) 121
Generator Servant
, Sacrifice this creature: Add
. If any of that mana is spent on a creature spell, it gains haste until end of turn. (That creature can attack and
as soon as it comes under your control.)
Creature - Elemental
Generator Servant (plst) M15-143
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (blc) 106
Get Lost
Destroy target creature, enchantment, or planeswalker. Its controller creates two Map tokens. (They're artifacts with "
,
, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Instant
Get Lost (lci) 14
Marble Diamond
This artifact enters tapped.
: Add
.
Artifact
Marble Diamond (clb) 320
Mysterious Stranger
Flash
When this creature enters, for each graveyard with an instant or sorcery card in it, exile target instant or sorcery card from that graveyard. If two or more cards are exiled this way, choose one of them at random and copy it. You may cast the copy without paying its mana cost.
Creature - Human Rogue
Mysterious Stranger (pip) 591
Naktamun Lorespinner
At the beginning of your upkeep, if a player has one or fewer cards in hand, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Wizard Jackal
Naktamun Lorespinner // Wheel of Fortune (soc) 33
Nomads' Assembly
Create a 1/1 white Kor Soldier creature token for each creature you control.
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
Nomads' Assembly (c14) 82
Resupply
You gain 6 life.
Draw a card.
Instant
Resupply (dtk) 32
Seize the Spoils
As an additional cost to cast this spell, discard a card.
Draw two cards and create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Seize the Spoils (sos) 129
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (soc) 179
Two-Headed Hunter
Menace (This creature can't be blocked except by two or more creatures.)
Creature - Giant
Two-Headed Hunter // Twice the Rage (woe) 155
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
Unwanted Remake (dsk) 39
Windborn Muse
Flying
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Creature - Spirit
Windborn Muse (mkc) 92
Worldfire
Exile all permanents. Exile all cards from all hands and graveyards. Each player's life total becomes 1.
Sorcery
Worldfire (m13) 158

Sideboard

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Aerith Rescue Mission
Choose one —
• Take the Elevator — Create three 1/1 colorless Hero creature tokens.
• Take 59 Flights of Stairs — Tap up to three target creatures. Put a stun counter on one of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Sorcery
Aerith Rescue Mission (fin) 5
Boros Charm
Choose one —
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
Instant
Boros Charm (fdn) 721
Finale of Promise
You may cast up to one target instant card and/or up to one target sorcery card from your graveyard each with mana value X or less without paying their mana costs. If a spell cast this way would be put into your graveyard, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.
Sorcery
Finale of Promise (otc) 166
Flurry of Horns
Create two 2/3 red Minotaur creature tokens with haste.
Sorcery
Flurry of Horns (jmp) 321
Inti, Seneschal of the Sun
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Legendary Creature - Human Knight
Inti, Seneschal of the Sun (lci) 156
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 (soc) 159
Reconstruct History
Return up to one target artifact card, up to one target enchantment card, up to one target instant card, up to one target sorcery card, and up to one target planeswalker card from your graveyard to your hand.
Exile Reconstruct History.
Sorcery
Reconstruct History (acr) 97
Rite of the Dragoncaller
Whenever you cast an instant or sorcery spell, create a 5/5 red Dragon creature token with flying.
Enchantment
Rite of the Dragoncaller (fdn) 92
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (fic) 355
Stroke of Midnight
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
Instant
Stroke of Midnight (tdc) 132
Sunfall
Exile all creatures. Incubate X, where X is the number of creatures exiled this way. (Create an Incubator token with X +1/+1 counters on it and "
: Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
Sorcery
Sunfall (mom) 40
Wheel of Potential
You get
(three energy counters), then you may pay any amount of
.
Each player may exile their hand and draw a number of cards equal to the amount of
paid this way. If seven or more
was paid this way, you may play cards you own exiled this way until the end of your next turn.
Sorcery
Wheel of Potential (mh3) 144
Your Temple Is Under Attack
Choose one —
• Pray for Protection — Creatures you control gain indestructible until end of turn.
• Strike a Deal — You and target opponent each draw two cards.
Instant
Your Temple Is Under Attack (clb) 52
Zurzoth, Chaos Rider
Whenever an opponent draws their first card each turn, if it's not their turn, you create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
Whenever one or more Devils you control attack one or more players, you and those players each draw a card, then discard a card at random.
Legendary Creature - Devil
Zurzoth, Chaos Rider (ncc) 278

Maybeboard

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Deck Info

Deck stats

24 pips - 19 cards
27 mana - 27 cards
0 pips - 0 cards
0 mana - 9 cards
0 pips - 0 cards
0 mana - 9 cards
50 pips - 32 cards
30 mana - 30 cards
0 pips - 0 cards
0 mana - 9 cards
3 pips - 1 card
5 mana - 4 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"This deck is currently under construction and play testing stage. There are multiple avenues it can take; however, the weakness of this commander are also weak areas for the red and white colors. Stay tuned to see how we expand on the strengths and reduce our weakness. The majority of players to do not fit into the bracket 5 high power cEDH pods, bracket 3/4 games tend to take different paths through a game that need to make building at these power levels more unique. This deck is built for a standard range of low bracket 3 to mid bracket 4, see the bottom for budget adjustments (budget friendly vs more expensive options). *I may even just make two seperate deck list and link each other because the power and budget difference for this deck can be huge.*\n\nOriginally, I used online resources such as: EDHrec, YouTube, Scryfall, and other MTG forums for ideas. I built this deck off of the recommended cards, sat down with my play group and got destroyed by low bracket 4s then low bracket 3s. I was about to give up on the deck because I could not get it to function properly in a true game setting. That is until.... I began this brewing adventure piece by piece. \n\nStrengths:\nToken Creation and Payoffs:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Red/White (Boros) has great token synergies and token generation. This can be consistent or splashy, Lorehold allows us to focus on the splashy side of tokens."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Mostly treasure and Creature tokens"},{"attributes":{"indent":2,"list":"bullet"},"insert":"\n"},{"insert":"Cheating out high cost spells and sorceries:"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Weakness:\nCard Draw or Card Advantage:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Red/White (Boros) often falls behind to other colors in this department. When discarding, to essentially pay for the reduction cost of casting an instant or sorcery for 2 mana (Miracle), the player will always burn through their hand too fast and remove themself from the game. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"I attempted cheap consistent draw and still burnt my hand too quick. The fix I am attempting is mass hand refills, the \"wheel\" strategy if you wheel ;)."},{"attributes":{"indent":2,"list":"bullet"},"insert":"\n"},{"insert":"Commander Dependent :"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Without Lorehold being on the battlefield, this deck cannot function. There are two factors that must be implemented into midrange commander dependent decks such as; ramp and protection."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Ramp: Commander has become predictable with this category with mana rocks such as; Sol Ring, Arcane Signet, Fellwar Stone, Mindstone, Commander's Sphere, Talisman, Signets, etc... these artifacts have become staples to 98% of decks in this format."},{"attributes":{"indent":2,"list":"bullet"},"insert":"\n"},{"insert":"Protection: Static protection will be the most efficient strategy with equipment such as; swiftfoot boots, lightning greaves, champions helm, etc... However, instant speed interaction will be necessary to keep Lorehold on the field. Take advantage of protection spells that offer the \"scry\" mechanic, this can really play a factor throughout the game as you filter through your top decking."},{"attributes":{"indent":2,"list":"bullet"},"insert":"\n"},{"insert":"Attention Hog (High Threat Level):"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"When playing with a \"go wide\" strategy, that player tends to receive the most attention on the table because they are doing the most at the table. Lorehold will be activating multiple times throughout a turn cycle, which will be noticed by the pod. Whenever players begin to watch your interaction closely, they will be more prepped for you big splashy spells or they will just remove Lorehold. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"To keep the element of surprise or not have a threat meter, you need to casually filter your top cards and be prepared to pop off once its your turn. This is much easier to manage if you Miracle on the players turn right before you giving the other players less window to react. \\"},{"attributes":{"indent":2,"list":"bullet"},"insert":"\n"},{"insert":"\nNow time for the big question I struggled with, \"How does this deck win\". Well lets get into it:\n\t\nEarly game (Opening hand to Round 3-4)\n\tLorehold is the entire deck, unlike other decks there is not prep or build up. The strategy is simple, get Lorehold on the field. This deck is going to be lower on land count and higher on mana rocks due to how many cards we are going to see during a game. One mana rock in your opening hand will get Lorehold out on turn 4, while a sol ring into signet could get him out on turn 3. This will make or break your game and is the only focus of your early game.\n\nMid Game (Rounds 5-7)\n\tGoing fast early results in a lower static cards in hand so, if you were able to get one of the top deck manipulators on the field early game great. If not, we are pilfering through our top decks searching for a splash, you need to leave mana open constantly and do not be afraid to wheel. Wheeling will allow you to see more cards, throw off your opponents plans, cause confusion, and even the playing field for you. This is where the deck sub type is going to play a factor, you ideally want 3-4 big splash cards during these two rounds. \n\t\t\t\t\t\t\t\tTokens: Your board should be wide with a token army to chump block or be a threat to swing in for eliminating a player. (Budget friendly)\n\t\t\t\t\t\t\t\tPillow Fort: Your opponents should see so many reasons why they should not attack you, that they wage war on each other. (Mid Tier Budget)\n\t\t\t\t\t\t\t\tControl/Tempo: Your splashes are full of board wipes and damage dealing spells, which keeps the game manageable. Now that the game is later the players constantly trying to build up their board will be out valued by your multiple splashy cards that are being miracled out for Two mana. (Most Expensive Option)\n\t\t\t\t\t\t\t\tBox of Chocolates!: Maybe you have have a little bit of everything laying around and you want to the deck to feel fun and different everytime.\n\n"}]}
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