schmuo
293 views9 days ago
Commander
Size: 103Est cost: $182.35Salt sum: 36.78
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"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
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

Commander
(CTRL to add secondary)
Creature
Creature
(CTRL to add secondary)
Draw
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.
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

Draw
(CTRL to add secondary)
Finisher
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

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

Finisher
(CTRL to add secondary)
Instant
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."
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

Instant
(CTRL to add secondary)
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)
Protection
Protection
(CTRL to add secondary)
Ramp
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.)
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

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.
— 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

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.
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


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.
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

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.)
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

Ramp
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Sorcery
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

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.
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

Sorcery
(CTRL to add secondary)
Tokens
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.
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

Tokens
(CTRL to add secondary)
Sideboard
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.
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

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

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.)
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

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.
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


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.
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

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.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sorcery

Sideboard
(CTRL to add secondary)
Maybeboard
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.
Instant and sorcery spells you cast cost less to cast for each experience counter you have.
Legendary Creature - Wizard Goblin

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

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
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"}]}





























































































