293 views9 days ago
Commander
Size: 103Est cost: $182.35Salt sum: 36.78
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schmuo

293 views9 days ago
Commander
Size: 103Est cost: $182.35Salt sum: 36.78

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{"ops":[{"attributes":{"bold":true},"insert":"Welcome to newbies theory crafting"},{"insert":"\n\nA short intro:\nI started playing december 25, so in a magic life, is just learned walking. So why do i craft decks and even write a primer? Do i really think anybody could learn sth from my deck or primer? No, absolutely not. I write this as a check for my thought, like the rubber duck test. But more important, i want the input of better players. Therefore i write down my thoughts, so that you can give me advice, where i am wrong.\n\nSo if you take your time to read and respond to this, thank you a lot. I really appreciate it.\n"},{"attributes":{"italic":true},"insert":"passages in italic are somehow my own commentary to my own primer. Sounds stupid, but that are the doubts and thought getting while writing the primer. "},{"insert":"\n\nIf you take your time to read everything look through the whole deck and comment sth, thanks a lot.\nWhen not, you could still help me with following questions:\n-How to protect my commander in izzet without loosing my game plan? Should I protect it?\n-Any more shenanigans with treasure tokens? \n-How boring do you think is this deck?\n\n"},{"attributes":{"bold":true},"insert":"Main Theme"},{"insert":"\nThis deck will create value trough the commander. Pretty straight forward, cast one big spell and get a x/x Token with flying and haste. \n\nTo maximize this value i picked some \"cheaper-than-mv\" spells. I added a category to filter cards \"cheaper-than-mv\", so you can see which cards i count into this category.\nBut not only by the mana value limits my game plan, also by Roothas trigger, that only normally happens once per turn. So to cheat at this front I added battle doubler and turn doubler. They are in the category finisher, because most of the time, they finish at least one player.\n\n"},{"attributes":{"bold":true},"insert":"Subtheme"},{"insert":":\nTreasures\nIt's my first izzet deck, so j have no experience with ramp in that colors. But I really like the idea of treasures token as ramp, but I need to explore more with treasures.\nAt the moment I have various way to produce treasure tokens. I love [[hell to pay]]. It gives you a big body, a small removal and mana for the next round or a big removal and no mana.\nValue Synergies with treasure are [[Goldspan Dragon]] and [[galazith prismari]]. For combat tricks [[mirrorform]] and [[Brudiclad, Telchor Engineer]]\n"},{"attributes":{"italic":true},"insert":"Anybody ideas for some more shenanigans with treasure tokens?"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Balancing act:"},{"insert":"\nRootha only cares about one spell per turn. So you also need some mana value through creatures, so you don't only sorceress or instants on your hand. Because without the value from Rootha your spells are just mediocre high cmc spells. For now I think this deck is balanced in this hinsight.\n\n\n\n"},{"attributes":{"bold":true},"insert":"The good"},{"insert":"\nGood start options:\nT1: Land\nT2: Land+Manarock\nT3: Land+Rootha+Fury of the horde = 21 Damage with flying\nOr Rootha + any cost-free spells.\n\nMore important, what happens when we don't have Cost-free or really cheaper than mv spells the turn we play Rootha. \n\n"},{"attributes":{"bold":true},"insert":"The Bad"},{"insert":"\nI don't have really a solution, we have [[lightning greaves]] and [[vanishing]] as protection against removal. So we could of course insert more protection, active and passive. But both don't move our gameplan forward. So at the moment this deck is a removal check. Either they have it or we come ahead. Playing Rootha on t6 or later, and you leave open mana for a counter spell could be a way, but since we have no mana sinks or atleast cheap instants to get the mana value used in an opponents turn, I like the idea to brutforce the commander into the game.\n"},{"attributes":{"italic":true},"insert":"generally speaking, I don't like card categories with less than 5 cards. At least in theory crafting it doesn't feel consistent enough to include them, so some games i have no protection and still get along. So why even include it? Remember I am newbie trying to understand deck building."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"The ugly"},{"insert":"\nHonorably mentioned is the play, after your commander got removed and everybody has established a good board. You can play [[blasphemous act]] for 1 red pip (most of the time) and afterwards cast Rootha. You cleared the board and you have Rootha and a 9/9 body with haste. Rootha don't have to be on the field when you cast the spell to get the body.\n\n"},{"attributes":{"bold":true},"insert":"Final"},{"insert":"\nWhat i like about the deck is, that you can play big, fancy spells, that otherwise would see no play. And it's a good \"last deck of the night\". It's straightforward, short turns and can have around 50 attack points on the board with flying and haste at turn 6. \n-easy, straightforward gameplan\n-big, fancy spells\n-short turns (at least not a trigger gangbang)\n-short games if nobody responds with a removal\n\nNow to the bad side. With the easy game plan, at least I assume, the deck will became boring after some games. I think it's strong and there is not much to play around. Draw, one big spell, attack face. If that doesn't work, there is no plan b. That leads us to the next con. Big spells can and should be countered by you opponents. And since you only want to play one big spell, If that is countered, you lost a lot value. At least you still get the elemental token. \n"},{"attributes":{"italic":true},"insert":"Well, at this point i am on the edge, if and how many counterspells as defense I should include in the deck. Perhaps any other defenses. Because the cheap counterspells will take deck slots, hand slots and more important, mana slots. It reduces the mv of my spells by one or two cmc. What speaks against this, I will never have enough counterspells and mana to defend my spells against the whole deck, as soon as I am the archenemy."},{"insert":"\n-glass canon (at least at the actual state of the deck)\n-boring gameplan\n\n"}]}

Commander

Qty: 1 Price: $1.79
Rootha, Mastering the Moment
At the beginning of combat on your turn, if you've cast an instant or sorcery spell this turn, create an X/X blue and red Elemental creature token with flying and haste, where X is the greatest mana value among instant and sorcery spells you've cast this turn.
Legendary Creature - Orc Sorcerer
Rootha, Mastering the Moment (soc) 8

Commander

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Board Wipe

Qty: 1 Price: $2.29
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (soc) 238

Board Wipe

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Creature

Qty: 1 Price: $7.99
Irma, Part-Time Mutant
At the beginning of combat on your turn, Irma becomes a copy of up to one other target creature you control, except her name is Irma, Part-Time Mutant and she has this ability. Then put a +1/+1 counter on her.
Legendary Creature - Human Shapeshifter Mutant
Irma, Part-Time Mutant (tmc) 12

Creature

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Draw

Qty: 6 Price: $2.38
Deep Analysis
Target player draws two cards.
Flashback—
, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Deep Analysis (soc) 194
Dig Through Time
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Instant
Dig Through Time (soc) 195
Expressive Iteration
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
Sorcery
Expressive Iteration (soc) 309
Leitmotif Composer
Whenever this creature deals combat damage to a player, draw a card.
Whenever you cast an instant or sorcery spell with mana value 5 or greater, create a token that's a copy of this creature.
: Creatures named Leitmotif Composer can't be blocked this turn.
Creature - Human Bard
Leitmotif Composer (soc) 20
Rapturous Moment
Draw three cards, then discard two cards. Add
.
Sorcery
Rapturous Moment (sos) 219
Treasure Cruise
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Draw three cards.
Sorcery
Treasure Cruise (soc) 205

Draw

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Finisher

Qty: 5 Price: $30.45
Full Throttle
After this main phase, there are two additional combat phases.
At the beginning of each combat this turn, untap all creatures that attacked this turn.
Sorcery
Full Throttle (dft) 127
Surge to Victory
Exile target instant or sorcery card from your graveyard. Creatures you control get +X/+0 until end of turn, where X is that card's mana value. Whenever a creature you control deals combat damage to a player this turn, copy the exiled card. You may cast the copy without paying its mana cost.
Sorcery
Surge to Victory (soc) 256
Temporal Mastery
Take an extra turn after this one. Exile Temporal Mastery.
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
Temporal Mastery (inr) 90
Temporal Trespass
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Take an extra turn after this one. Exile Temporal Trespass.
Sorcery
Temporal Trespass (acr) 86
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.)
Sorcery
World at War (plst) ROE-172

Finisher

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Instant

Qty: 5 Price: $13.15
Choreographed Sparks
This spell can't be copied.
Choose one or both —
• Copy target instant or sorcery spell you control. You may choose new targets for the copy.
• Copy target creature spell you control. The copy gains haste and "At the beginning of the end step, sacrifice this token."
Instant
Choreographed Sparks (sos) 111
Flashback
Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Instant
Flashback (sos) 115
Mirrorform
Each nonland permanent you control becomes a copy of target non-Aura permanent.
Instant
Mirrorform (ecl) 59
Prismari Charm
Choose one —
• Surveil 2, then draw a card.
• Prismari Charm deals 1 damage to each of one or two targets.
• Return target nonland permanent to its owner's hand.
Instant
Prismari Charm (sos) 211
Prismari Command
Choose two —
• Prismari Command deals 2 damage to any target.
• Target player draws two cards, then discards two cards.
• Target player creates a Treasure token.
• Destroy target artifact.
Instant
Prismari Command (soc) 323

Instant

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Land

Qty: 41 Price: $46.11
Cascade Bluffs
: Add
.
,
: Add
,
, or
.
Land
Cascade Bluffs (soc) 364
Coastal Peak
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Mountain
Coastal Peak (soc) 52
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (soc) 129
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (soc) 369
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (soc) 130
Ferrous Lake
,
: Add
.
Land
Ferrous Lake (soc) 370
Frostboil Snarl
As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Frostboil Snarl (soc) 374
Hall of Oracles
: Add
.
,
: Add one mana of any color.
: Put a +1/+1 counter on target creature. Activate only as a sorcery and only if you've cast an instant or sorcery spell this turn.
Land
Hall of Oracles (soc) 378
Island
(
: Add
.)
Basic Land - Island
Island (sos) 275
Molten Tributary
(
: Add
or
.)
This land enters tapped.
Land - Island Mountain
Molten Tributary (soc) 387
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (sos) 279
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (soc) 388
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.)
Land
Path of Ancestry (soc) 393
Pinnacle Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Djinn Monk
Pinnacle Monk // Mystic Peak (mh3) 246Pinnacle Monk // Mystic Peak (mh3) 246
Prismari Campus
This land enters tapped.
: Add
or
.
,
: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Prismari Campus (soc) 394
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (soc) 398
Restless Spire
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 2/1 blue and red Elemental creature with "During your turn, this creature has first strike." It's still a land.
Whenever this land attacks, scry 1.
Land
Restless Spire (soc) 399
Scorched Geyser
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Mountain
Scorched Geyser (soc) 54
Shivan Reef
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Shivan Reef (soc) 404
Spectacle Summit
This land enters tapped.
: Add
or
.
,
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land
Spectacle Summit (sos) 262
Study Hall
: Add
.
,
: Add one mana of any color. When you spend this mana to cast your commander, scry X, where X is the number of times it's been cast from the command zone this game.
Land
Study Hall (soc) 407
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (soc) 408
Sundering Eruption
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Creatures without flying can't block this turn.
Sorcery
Sundering Eruption // Volcanic Fissure (mh3) 248Sundering Eruption // Volcanic Fissure (mh3) 248
Temple of Epiphany
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Epiphany (soc) 412
Temple of the False God
: Add
. Activate only if you control five or more lands.
Land
Temple of the False God (soc) 416
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (sos) 265
Turbulent Springs
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Island Mountain
Turbulent Springs (soc) 57

Land

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Protection

Qty: 3 Price: $9.47
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
Return the Favor
Spree (Choose one or more additional costs.)
+
— Copy target instant spell, sorcery spell, activated ability, or triggered ability. You may choose new targets for the copy.
+
— Change the target of target spell or ability with a single target.
Instant
Return the Favor (otj) 142
Vanishing
Enchant creature
: Enchanted creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
Enchantment - Aura
Vanishing (vis) 48

Protection

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Ramp

Qty: 20 Price: $40.82
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (soc) 127
Ashling, Rekindled
Whenever this creature enters or transforms into Ashling, Rekindled, you may discard a card. If you do, draw a card.
At the beginning of your first main phase, you may pay
. If you do, transform Ashling.
Legendary Creature - Elemental Sorcerer
Ashling, Rekindled // Ashling, Rimebound (ecl) 124Ashling, Rekindled // Ashling, Rimebound (ecl) 124
Basalt Monolith
This artifact doesn't untap during your untap step.
: Add
.
: Untap this artifact.
Artifact
Basalt Monolith (ltc) 274
Big Score
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Big Score (soc) 237
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
Dirgur Focusmage
Instant and sorcery spells you cast cost
less to cast.
Whenever you cast an instant or sorcery spell with mana value 5 or greater from your hand, this creature becomes prepared.
Creature - Djinn Monk
Dirgur Focusmage // Braingeyser (soc) 18
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (soc) 347
Galazeth Prismari
Flying
When Galazeth Prismari enters, create a Treasure token.
Artifacts you control have "
: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell."
Legendary Creature - Elder Dragon
Galazeth Prismari (soc) 311
Goldspan Dragon
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have "
, Sacrifice this artifact: Add two mana of any one color."
Creature - Dragon
Goldspan Dragon (soc) 245
Hell to Pay
Hell to Pay deals X damage to target creature. Create a number of tapped Treasure tokens equal to the amount of excess damage dealt to that creature this way.
Sorcery
Hell to Pay (otj) 126
Mana Geyser
Add
for each tapped land your opponents control.
Sorcery
Mana Geyser (soc) 247
Rousing Refrain
Add
for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it.
Suspend 3—
(Rather than cast this card from your hand, you may pay
and exile it with three 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.)
Sorcery
Rousing Refrain (soc) 253
Sanar, Unfinished Genius
Sanar enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
: Create a Treasure token. Activate only if you've cast an instant or sorcery spell this turn.
Legendary Creature - Goblin Sorcerer
Sanar, Unfinished Genius // Wild Idea (sos) 223
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
Sol Ring
: Add
.
Artifact
Sol Ring (soc) 128
Stormcatch Mentor
Haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Instant and sorcery spells you cast cost
less to cast.
Creature - Wizard Otter
Stormcatch Mentor (soc) 331
Talisman of Creativity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Creativity (soc) 357
The Emperor of Palamecia
: Add
or
. Spend this mana only to cast a noncreature spell.
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it.
Legendary Creature - Human Wizard Noble
The Emperor of Palamecia // The Lord Master of Hell (fin) 219The Emperor of Palamecia // The Lord Master of Hell (fin) 219
Thunderclap Drake
Flying
Instant and sorcery spells you cast cost
less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Creature - Drake
Thunderclap Drake (soc) 204
Visions of Ruin
Each opponent sacrifices an artifact. For each artifact sacrificed this way, you create a Treasure token.
Flashback
. This spell costs
less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Visions of Ruin (mic) 36

Ramp

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Recursion

Qty: 2 Price: $0.70
Call to Mind
Return target instant or sorcery card from your graveyard to your hand.
Sorcery
Call to Mind (c14) 101
Flood of Recollection
Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection.
Sorcery
Flood of Recollection (cmr) 61

Recursion

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Removal

Qty: 9 Price: $17.99
Aether Gale
Return six target nonland permanents to their owners' hands.
Sorcery
Aether Gale (soc) 186
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (soc) 187
Chain Reaction
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
Sorcery
Chain Reaction (soc) 121
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (soc) 239
Flameshot
You may discard a Mountain card rather than pay this spell's mana cost.
Flameshot deals 3 damage divided as you choose among one, two, or three target creatures.
Sorcery
Flameshot (plst) PCY-90
Gust of Wind
This spell costs
less to cast if you control a creature with flying.
Return target nonland permanent you don't control to its owner's hand.
Draw a card.
Sorcery
Gust of Wind (j25) 316
Narset's Reversal
Copy target instant or sorcery spell, then return it to its owner's hand. You may choose new targets for the copy.
Instant
Narset's Reversal (tdc) 92
Submerge
If an opponent controls a Forest and you control an Island, you may cast this spell without paying its mana cost.
Put target creature on top of its owner's library.
Instant
Submerge (plst) NEM-48
Volcanic Salvo
This spell costs
less to cast, where X is the total power of creatures you control.
Volcanic Salvo deals 6 damage to each of up to two target creatures and/or planeswalkers.
Sorcery
Volcanic Salvo (soc) 259

Removal

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Sorcery

Qty: 2 Price: $0.98
Abstract Performance
Exile the top four cards of your library in a face-down pile, then exile the top four cards of your library in a face-up pile. An opponent chooses one of those piles. Put that pile into your graveyard. Look at the cards in the other pile. You may cast a spell from among them without paying its mana cost. Put the rest into your hand.
Sorcery
Abstract Performance (soc) 17
Creative Technique
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.)
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Sorcery
Creative Technique (soc) 241

Sorcery

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Tokens

Qty: 7 Price: $8.23
Brudiclad, Telchor Engineer
Creature tokens you control have haste.
At the beginning of combat on your turn, create a 2/1 blue Phyrexian Myr artifact creature token. Then you may choose a token you control. If you do, each other token you control becomes a copy of that token.
Legendary Creature Artifact - Artificer Phyrexian
Brudiclad, Telchor Engineer (soc) 299
Determined Iteration
At the beginning of combat on your turn, populate. The token created this way gains haste. Sacrifice it at the beginning of the next end step. (To populate, create a token that's a copy of a creature token you control.)
Enchantment
Determined Iteration (soc) 122
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
Ghired's Belligerence
Ghired's Belligerence deals X damage divided as you choose among any number of target creatures. Whenever a creature dealt damage this way dies this turn, populate. (Create a token that's a copy of a creature token you control.)
Sorcery
Ghired's Belligerence (c19) 25
Inspired Skypainter
Flying
When this creature enters and whenever one or more creature tokens you control deal combat damage to a player, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Wizard Lizard
Inspired Skypainter // Maestro's Gift (soc) 48
Replication Technique
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.)
Create a token that's a copy of target permanent you control.
Sorcery
Replication Technique (soc) 200
Rite of Replication
Kicker
(You may pay an additional
as you cast this spell.)
Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
Sorcery
Rite of Replication (soc) 202

Tokens

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Sideboard

Qty: 21 Price: $47.99
Advice from the Fae
(
can be paid with any two mana or with
. This card's mana value is 6.)
Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.
Sorcery
Advice from the Fae (shm) 28
Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (soc) 188
Brazen Borrower
Flash
Flying
This creature can block only creatures with flying.
Creature - Rogue Faerie
Brazen Borrower // Petty Theft (soc) 190
Curiosity Crafter
Flying
You have no maximum hand size.
Whenever a creature token you control deals combat damage to a player, draw a card.
Creature - Wizard Bird
Curiosity Crafter (soc) 191
Cursed Mirror
: Add
.
As this artifact enters, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.
Artifact
Cursed Mirror (soc) 242
Dance with Calamity
Shuffle your library. As many times as you choose, you may exile the top card of your library. If the total mana value of the cards exiled this way is 13 or less, you may cast any number of spells from among those cards without paying their mana costs.
Sorcery
Dance with Calamity (soc) 243
Fury of the Horde
You may exile two red cards from your hand rather than pay this spell's mana cost.
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Sorcery
Fury of the Horde (ddn) 30
Inspired Tinkering
Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
Create three Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Inspired Tinkering (clb) 183
Manaform Hellkite
Flying
Whenever you cast a noncreature spell, create an X/X red Dragon Illusion creature token with flying and haste, where X is the amount of mana spent to cast that spell. Exile that token at the beginning of the next end step.
Creature - Dragon
Manaform Hellkite (soc) 248
Nanogene Conversion
Choose target creature you control. Each other creature becomes a copy of that creature until end of turn, except it isn't legendary.
Sorcery
Nanogene Conversion (who) 49
Plargg and Nassari
At the beginning of your upkeep, each player exiles cards from the top of their library until they exile a nonland card. An opponent chooses a nonland card exiled this way. You may cast up to two spells from among the other cards exiled this way without paying their mana costs.
Legendary Creature - Orc Efreet
Plargg and Nassari (soc) 250
Prismari Pianist
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Elemental creature token. If that spell's mana value is 5 or greater, create three of those tokens instead.
Creature - Djinn Bard
Prismari Pianist (soc) 34
Rain of Riches
When this enchantment enters, create two Treasure tokens.
The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the 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 in a random order.)
Enchantment
Rain of Riches (blc) 200
Ral, Monsoon Mage
Instant and sorcery spells you cast cost
less to cast.
Whenever you cast an instant or sorcery spell during your turn, flip a coin. If you lose the flip, Ral deals 1 damage to you. If you win the flip, you may exile Ral. If you do, return him to the battlefield transformed under his owner's control.
Legendary Creature - Human Wizard
Ral, Monsoon Mage // Ral, Leyline Prodigy (mh3) 247Ral, Monsoon Mage // Ral, Leyline Prodigy (mh3) 247
Reality Shift
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant
Reality Shift (soc) 199
Redoubled Stormsinger
First strike
Whenever this creature attacks, for each creature token you control that entered this turn, create a tapped and attacking token that's a copy of that token. At the beginning of the next end step, sacrifice those tokens.
Creature - Wizard Orc
Redoubled Stormsinger (soc) 251
Renegade Bull
Trample
Whenever you cast an instant or sorcery spell, this creature gets +X/+0 until end of turn, where X is that spell's mana value.
Whenever this creature attacks, exile up to one target instant or sorcery card from your graveyard and copy it. You may cast the copy without paying its mana cost.
Creature - Ox
Renegade Bull (soc) 36
Resculpt
Exile target artifact or creature. Its controller creates a 4/4 blue and red Elemental creature token.
Instant
Resculpt (soc) 201
Rootha, Mercurial Artist
, Return Rootha to its owner's hand: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
Legendary Creature - Shaman Orc
Rootha, Mercurial Artist (soc) 329
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
Throes of Chaos
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 in a random order.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sorcery
Throes of Chaos (soc) 257

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Magma Opus
Magma Opus deals 4 damage divided as you choose among any number of targets. Tap two target permanents. Create a 4/4 blue and red Elemental creature token. Draw two cards.
, Discard this card: Create a Treasure token.
Instant
Magma Opus (soc) 318
Mizzix of the Izmagnus
Whenever you cast an instant or sorcery spell with mana value greater than the number of experience counters you have, you get an experience counter.
Instant and sorcery spells you cast cost
less to cast for each experience counter you have.
Legendary Creature - Wizard Goblin
Mizzix of the Izmagnus (cmm) 348
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.
Sorcery
Overpowering Attack (acr) 37

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 12 cards
45 pips - 32 cards
38 mana - 33 cards
0 pips - 0 cards
0 mana - 12 cards
53 pips - 37 cards
50 mana - 44 cards
0 pips - 0 cards
0 mana - 12 cards
0 pips - 0 cards
13 mana - 9 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Welcome to newbies theory crafting"},{"insert":"\n\nA short intro:\nI started playing december 25, so in a magic life, is just learned walking. So why do i craft decks and even write a primer? Do i really think anybody could learn sth from my deck or primer? No, absolutely not. I write this as a check for my thought, like the rubber duck test. But more important, i want the input of better players. Therefore i write down my thoughts, so that you can give me advice, where i am wrong.\n\nSo if you take your time to read and respond to this, thank you a lot. I really appreciate it.\n"},{"attributes":{"italic":true},"insert":"passages in italic are somehow my own commentary to my own primer. Sounds stupid, but that are the doubts and thought getting while writing the primer. "},{"insert":"\n\nIf you take your time to read everything look through the whole deck and comment sth, thanks a lot.\nWhen not, you could still help me with following questions:\n-How to protect my commander in izzet without loosing my game plan? Should I protect it?\n-Any more shenanigans with treasure tokens? \n-How boring do you think is this deck?\n\n"},{"attributes":{"bold":true},"insert":"Main Theme"},{"insert":"\nThis deck will create value trough the commander. Pretty straight forward, cast one big spell and get a x/x Token with flying and haste. \n\nTo maximize this value i picked some \"cheaper-than-mv\" spells. I added a category to filter cards \"cheaper-than-mv\", so you can see which cards i count into this category.\nBut not only by the mana value limits my game plan, also by Roothas trigger, that only normally happens once per turn. So to cheat at this front I added battle doubler and turn doubler. They are in the category finisher, because most of the time, they finish at least one player.\n\n"},{"attributes":{"bold":true},"insert":"Subtheme"},{"insert":":\nTreasures\nIt's my first izzet deck, so j have no experience with ramp in that colors. But I really like the idea of treasures token as ramp, but I need to explore more with treasures.\nAt the moment I have various way to produce treasure tokens. I love [[hell to pay]]. It gives you a big body, a small removal and mana for the next round or a big removal and no mana.\nValue Synergies with treasure are [[Goldspan Dragon]] and [[galazith prismari]]. For combat tricks [[mirrorform]] and [[Brudiclad, Telchor Engineer]]\n"},{"attributes":{"italic":true},"insert":"Anybody ideas for some more shenanigans with treasure tokens?"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Balancing act:"},{"insert":"\nRootha only cares about one spell per turn. So you also need some mana value through creatures, so you don't only sorceress or instants on your hand. Because without the value from Rootha your spells are just mediocre high cmc spells. For now I think this deck is balanced in this hinsight.\n\n\n\n"},{"attributes":{"bold":true},"insert":"The good"},{"insert":"\nGood start options:\nT1: Land\nT2: Land+Manarock\nT3: Land+Rootha+Fury of the horde = 21 Damage with flying\nOr Rootha + any cost-free spells.\n\nMore important, what happens when we don't have Cost-free or really cheaper than mv spells the turn we play Rootha. \n\n"},{"attributes":{"bold":true},"insert":"The Bad"},{"insert":"\nI don't have really a solution, we have [[lightning greaves]] and [[vanishing]] as protection against removal. So we could of course insert more protection, active and passive. But both don't move our gameplan forward. So at the moment this deck is a removal check. Either they have it or we come ahead. Playing Rootha on t6 or later, and you leave open mana for a counter spell could be a way, but since we have no mana sinks or atleast cheap instants to get the mana value used in an opponents turn, I like the idea to brutforce the commander into the game.\n"},{"attributes":{"italic":true},"insert":"generally speaking, I don't like card categories with less than 5 cards. At least in theory crafting it doesn't feel consistent enough to include them, so some games i have no protection and still get along. So why even include it? Remember I am newbie trying to understand deck building."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"The ugly"},{"insert":"\nHonorably mentioned is the play, after your commander got removed and everybody has established a good board. You can play [[blasphemous act]] for 1 red pip (most of the time) and afterwards cast Rootha. You cleared the board and you have Rootha and a 9/9 body with haste. Rootha don't have to be on the field when you cast the spell to get the body.\n\n"},{"attributes":{"bold":true},"insert":"Final"},{"insert":"\nWhat i like about the deck is, that you can play big, fancy spells, that otherwise would see no play. And it's a good \"last deck of the night\". It's straightforward, short turns and can have around 50 attack points on the board with flying and haste at turn 6. \n-easy, straightforward gameplan\n-big, fancy spells\n-short turns (at least not a trigger gangbang)\n-short games if nobody responds with a removal\n\nNow to the bad side. With the easy game plan, at least I assume, the deck will became boring after some games. I think it's strong and there is not much to play around. Draw, one big spell, attack face. If that doesn't work, there is no plan b. That leads us to the next con. Big spells can and should be countered by you opponents. And since you only want to play one big spell, If that is countered, you lost a lot value. At least you still get the elemental token. \n"},{"attributes":{"italic":true},"insert":"Well, at this point i am on the edge, if and how many counterspells as defense I should include in the deck. Perhaps any other defenses. Because the cheap counterspells will take deck slots, hand slots and more important, mana slots. It reduces the mv of my spells by one or two cmc. What speaks against this, I will never have enough counterspells and mana to defend my spells against the whole deck, as soon as I am the archenemy."},{"insert":"\n-glass canon (at least at the actual state of the deck)\n-boring gameplan\n\n"}]}
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