999 views6 hrs ago
Commander
Size: 100Salt sum: 41.11
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Mangumson

999 views6 hrs ago
Commander
Size: 100Salt sum: 41.11

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{"ops":[{"attributes":{"bold":true},"insert":"Cloud, Ex-SOLDIER — An Aggressive Equipment Deck With Multiple Paths to Victory"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Deck Premise — What the Deck Does"},{"insert":"\nCloud, Ex-SOLDIER is a Naya Equipment-based combat deck designed to maintain offensive pressure while generating card advantage, Treasure tokens, and opportunities for explosive finishing turns.\nThe primary strategy revolves around equipping Cloud and supporting creatures to create powerful attackers. Cloud serves as the central engine, providing card draw whenever he attacks based on the number of equipped attacking creatures. Once Cloud reaches seven power, his attacks also generate two Treasure tokens, allowing the deck to accelerate into additional threats and interactions.\nUnlike traditional Voltron strategies, this deck does not depend entirely on commander damage. Equipment can be distributed among supporting creatures, allowing multiple attackers to threaten opponents while benefiting from Cloud’s card advantage.\nThe deck emphasizes combat evasion, selective removal, protection, and resource generation. Rather than attempting to control the entire game, it creates opportunities to attack safely while forcing opponents to respond to increasingly dangerous creatures.\nSunforger provides an additional layer of flexibility, allowing the deck to access specific instants for protection, removal, combat control, and situational interactions.\n"},{"attributes":{"bold":true},"insert":"The overall objective is to establish powerful attackers, maintain offensive momentum, and use Equipment, combat manipulation, and explosive resource generation to defeat opponents through multiple overlapping strategies."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Deck Primer — How the Deck Wins"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"1. Primary Win Condition: Cloud and Commander Damage"},{"insert":"\nCloud is the primary offensive threat and the deck’s most reliable source of card advantage.\nThe early game focuses on establishing mana acceleration, deploying Equipment, and preparing the battlefield for Cloud’s arrival.\nEquipment such as Buster Sword, Colossus Hammer, Power Fist, Sword of Fire and Ice, and The Reaver Cleaver help turn Cloud into a dangerous attacker.\nCloud’s haste and ability to attach an existing Equipment when entering the battlefield allow him to immediately threaten opponents.\nReaching seven power is an important milestone because each attack begins generating two Treasure tokens in addition to drawing cards.\nThese resources allow the deck to develop additional threats, pay for Equipment costs, and maintain interaction.\nTrailblazer’s Boots, Rogue’s Passage, and other evasion options help Cloud bypass blockers and connect with opponents.\nThe objective is to establish a repeatable source of commander damage while generating enough resources to maintain offensive pressure.\n"},{"attributes":{"bold":true},"insert":"2. Combat Control: Naya Charm and Cloud’s Limit Break"},{"insert":"\nOne of the deck’s most important tactical interactions involves Naya Charm and Cloud’s Limit Break.\nNaya Charm is primarily included for its ability to tap all creatures target player controls.\nThis creates an opportunity to attack an opponent without worrying about their creatures blocking.\nRather than relying entirely on Equipment to provide evasion, Naya Charm can open an entire opponent’s battlefield for a decisive attack.\nIts flexibility also makes it valuable outside of combat.\n"},{"attributes":{"bold":true},"insert":"Naya Charm + Cloud’s Limit Break"},{"insert":"\nAn alternative interaction involves using Naya Charm to tap an opponent’s creatures and following it with Cloud’s Limit Break.\nThis allows Cloud’s Limit Break to exploit the tapped creatures, potentially clearing the opponent’s battlefield at instant speed.\nThe interaction is particularly useful when an opponent has established a threatening creature presence or when removing their creatures creates an opportunity to finish the game on the following turn.\nBoth spells can be found using Sunforger, allowing the deck to access these interactions without necessarily drawing them naturally.\nThis combination provides two different offensive approaches:\nTap an opponent’s creatures and attack directly."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tap an opponent’s creatures and use Cloud’s Limit Break to remove their board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The second approach requires both spells to be available and enough mana to execute the interaction.\n"},{"attributes":{"bold":true},"insert":"3. Secondary Win Condition: Equipped Creatures and Multiple Combat Phases"},{"insert":"\nCloud isn’t the only creature capable of winning games.\nThe deck includes several supporting creatures that benefit from Equipment and combat-focused abilities.\nLightning, Army of One, Tifa Lockhart, Tifa, Martial Artist, and Cloud, Midgar Mercenary provide additional offensive options.\nTifa, Martial Artist is particularly important because additional combat opportunities can dramatically increase the amount of damage the deck produces.\nWhen multiple creatures are equipped, additional combats also create opportunities for more combat-related triggers.\nReyav, Master Smith provides double strike to equipped creatures, significantly increasing their damage potential.\nAkroma’s Will can provide a devastating finishing turn by granting combat abilities that make blocking difficult or impossible.\nThis approach forces opponents to deal with multiple offensive threats rather than concentrating entirely on Cloud.\n"},{"attributes":{"bold":true},"insert":"4. Alternative Win Condition: Aerith and Chandra’s Ignition"},{"insert":"\nAerith, Last Ancient provides another way for the deck to convert creature power into a significant offensive advantage.\nChandra’s Ignition allows a creature to deal damage equal to its power to every other creature and each opponent.\nWhen Aerith has lifelink, this interaction can generate substantial life gain while damaging opposing creatures and players.\nEquipment such as Colossus Hammer, Buster Sword, and other power-enhancing artifacts can increase the damage dealt.\nThis provides a way to pressure all opponents simultaneously without needing to connect through combat.\nIt also gives the deck a potential answer to creature-heavy strategies.\nUnlike the primary commander-damage plan, this interaction does not require Cloud to be on the battlefield.\n"},{"attributes":{"bold":true},"insert":"5. Sunforger: The Deck’s Tactical Toolbox"},{"insert":"\nSunforger serves as one of the deck’s most versatile pieces of Equipment.\nIts primary purpose is to provide access to specific instants that help protect creatures, control combat, and answer opposing threats.\nImportant targets include:\nNaya Charm — Taps an opponent’s creatures to create attacking opportunities or enables the Cloud’s Limit Break interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cloud’s Limit Break — Provides instant-speed removal, particularly effective against tapped creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flawless Maneuver — Protects important creatures against destruction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Clever Concealment — Provides protection against removal and board wipes."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Dispatch — Removes problematic creatures when metalcraft is active."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Last Agni Kai — Converts excess fight damage into red mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Reiterate — Copies spells and can be reused through buyback when cast normally."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sunforger is not intended to become the deck’s only strategy.\nInstead, it supports the aggressive Equipment plan by making specific answers accessible when needed.\nThe flexibility of Sunforger allows the deck to adapt to changing board states without dedicating its entire strategy to controlling opponents.\n"},{"attributes":{"bold":true},"insert":"6. Explosive Mana Generation: Brass’s Bounty and Reiterate"},{"insert":"\nBrass’s Bounty provides a substantial burst of Treasure production based on the number of lands controlled.\nThese Treasures can support expensive Equipment plays, additional threats, and powerful finishing turns.\nReiterate adds another dimension by allowing the deck to copy important spells.\nWhen sufficient mana is available, Reiterate’s buyback ability makes it possible to reuse the spell repeatedly.\nOne particularly powerful interaction involves copying Brass’s Bounty while the original spell remains on the stack.\nThis can create additional Treasure tokens before the original Brass’s Bounty resolves, allowing the deck to generate significantly more resources than the original spell would produce alone.\nThe Last Agni Kai can also generate red mana through excess fight damage, creating additional opportunities to fund expensive plays.\nThese interactions are designed to produce explosive, resource-intensive turns rather than serving as the deck’s primary win condition.\n"},{"attributes":{"bold":true},"insert":"7. Protection, Evasion, and Maintaining Pressure"},{"insert":"\nThe deck uses several forms of protection to preserve important creatures and maintain offensive pressure.\nSwiftfoot Boots provides reusable hexproof and haste, making it an important defensive Equipment.\nClever Concealment, Flawless Maneuver, Restoration Magic, and Ultimate Magic: Holy provide additional ways to protect the battlefield.\nTrailblazer’s Boots is particularly important because it provides a repeatable source of evasion against opponents controlling nonbasic lands.\nShadowspear provides trample and lifelink while also offering a way to remove hexproof and indestructible from opposing permanents when necessary.\nThe combination of protection and evasion helps ensure that large creatures can continue attacking instead of being repeatedly stopped by blockers or removal.\nThe deck’s objective is not to prevent every opposing interaction, but to maintain enough offensive momentum that opponents must continually respond to its threats.\n\n"},{"attributes":{"bold":true},"insert":"Overall Game Plan"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Early Game — Establish Resources"},{"insert":"\nDevelop the mana base through land ramp, mana-producing creatures, and artifacts.\nDeploy important Equipment and use tutors such as Stoneforge Mystic, Steelshaper’s Gift, and Open the Armory to find the pieces needed for the current game.\n"},{"attributes":{"bold":true},"insert":"Mid Game — Establish Cloud and Pressure Opponents"},{"insert":"\nDeploy Cloud with Equipment already available when possible.\nIncrease his power to seven or greater to begin generating Treasure tokens while drawing cards through attacks.\nUse supporting creatures and additional Equipment to diversify offensive threats.\n"},{"attributes":{"bold":true},"insert":"Late Game — Convert Resources Into Victory"},{"insert":"\nUse evasion, Naya Charm, Akroma’s Will, and additional combat opportunities to create decisive attacks.\nIf combat becomes difficult, transition into alternative interactions involving Aerith and Chandra’s Ignition, Cloud’s Limit Break, or explosive mana generation through Brass’s Bounty and Reiterate.\nSunforger provides access to the interaction necessary to protect important threats or remove obstacles standing between the deck and victory.\n\n"},{"attributes":{"bold":true},"insert":"Final Thoughts"},{"insert":"\nCloud, Ex-SOLDIER is an aggressive Equipment deck built around flexibility rather than dependence on a single win condition.\nIts primary goal is to defeat opponents through combat, but its Equipment, protection, removal, and resource-generation packages provide several ways to adapt when that strategy is challenged.\nCloud generates the resources necessary to keep attacking, supporting creatures provide alternative offensive threats, and Sunforger offers tactical answers when opponents attempt to stop the deck.\n"},{"attributes":{"bold":true},"insert":"The deck is designed to make every combat meaningful, every Equipment relevant, and every resource capable of contributing toward a winning turn."},{"insert":"\n\n"}]}
Cloud, Ex-SOLDIER
Haste
When Cloud enters, attach up to one target Equipment you control to it.
Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
Legendary Creature - Human Soldier Mercenary
Cloud, Ex-SOLDIER (fic) 210

Commander

(Ctrl to add secondary)
Aerith, Last Ancient
Lifelink
Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead.
Legendary Creature - Human Cleric Druid
Aerith, Last Ancient (fic) 471
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (fic) 483
Bugenhagen, Wise Elder
Reach
At the beginning of your upkeep, if you control a creature with power 7 or greater, draw a card.
: Add one mana of any color.
Legendary Creature - Human Shaman
Bugenhagen, Wise Elder (fic) 66
Cid, Freeflier Pilot
Equipment and Vehicle spells you cast cost
less to cast.
Jump — During your turn, Cid has flying.
,
: Return target Equipment or Vehicle card from your graveyard to your hand.
Legendary Creature - Human Warrior Pilot
Cid, Freeflier Pilot (fic) 13
Cloud, Midgar Mercenary
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
Legendary Creature - Human Soldier Mercenary
Cloud, Midgar Mercenary (pmei) 2025-21
Delighted Halfling
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.
Creature - Citizen Halfling
Delighted Halfling (ltr) 158
Item Shopkeep
Whenever you attack, target attacking equipped creature gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Creature - Human Citizen
Item Shopkeep (fin) 142
Lightning, Army of One
First strike, trample, lifelink
Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
Legendary Creature - Human Soldier
Lightning, Army of One (fin) 233
Professional Face-Breaker
Menace
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
Creature - Human Warrior
Professional Face-Breaker (m3c) 216
Professor Hojo
The first activated ability you activate during your turn that targets a creature you control costs
less to activate.
Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn.
Legendary Creature - Human Scientist
Professor Hojo (fic) 69
Puresteel Paladin
Whenever an Equipment you control enters, you may draw a card.
Metalcraft — Equipment you control have equip
as long as you control three or more artifacts.
Creature - Human Knight
Puresteel Paladin (fic) 250
Red XIII, Proud Warrior
Vigilance, trample
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
Legendary Creature - Beast Warrior
Red XIII, Proud Warrior (fic) 91
Reyav, Master Smith
Whenever a creature you control that's enchanted or equipped attacks, that creature gains double strike until end of turn.
Legendary Creature - Artificer Dwarf
Reyav, Master Smith (cmr) 290
Tifa, Martial Artist
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
Legendary Creature - Human Monk
Tifa, Martial Artist (fic) 225
Traveling Chocobo
You may look at the top card of your library any time.
You may play lands and cast Bird spells from the top of your library.
If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Creature - Bird
Traveling Chocobo (fin) 568

Creature

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Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment
Garruk's Uprising (ecc) 109
Glorious Sunrise
At the beginning of combat on your turn, choose one —
• Creatures you control get +1/+1 and gain trample until end of turn.
• Target land gains "
: Add
" until end of turn.
• Draw a card if you control a creature with power 3 or greater.
• You gain 3 life.
Enchantment
Glorious Sunrise (vow) 200
Sword of the Animist
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
Legendary Artifact - Equipment
Sword of the Animist (fic) 362
The Great Henge
This spell costs
less to cast, where X is the greatest power among creatures you control.
: Add
. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
Legendary Artifact
The Great Henge (cmm) 294
Trouble in Pairs
If an opponent would begin an extra turn, that player skips that turn instead.
Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.
Enchantment
Trouble in Pairs (mkc) 15

Draw

(Ctrl to add secondary)
Buster Sword
Equipped creature gets +3/+2.
Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost.
Equip
Artifact - Equipment
Buster Sword (fin) 351
Colossus Hammer
Equipped creature gets +10/+10 and loses flying.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Colossus Hammer (fic) 338
Power Fist
Equipped creature has trample and "Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it."
Equip
Artifact - Equipment
Power Fist (pip) 609
Shadowspear
Equipped creature gets +1/+1 and has trample and lifelink.
: Permanents your opponents control lose hexproof and indestructible until end of turn.
Equip
Legendary Artifact - Equipment
Shadowspear (thb) 345
Sunforger
Equipped creature gets +4/+0.
, Unattach this Equipment: Search your library for a red or white instant card with mana value 4 or less and cast that card without paying its mana cost. Then shuffle.
Equip
Artifact - Equipment
Sunforger (cmr) 473
Sword of Wealth and Power
Equipped creature gets +2/+2 and has protection from instants and from sorceries.
Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Equip
Artifact - Equipment
Sword of Wealth and Power (big) 64
Tarrian's Soulcleaver
Equipped creature has vigilance.
Whenever another artifact or creature is put into a graveyard from the battlefield, put a +1/+1 counter on equipped creature.
Equip
Legendary Artifact - Equipment
Tarrian's Soulcleaver (lci) 264
The Reaver Cleaver
Equipped creature gets +1/+1 and has trample and "Whenever this creature deals combat damage to a player or planeswalker, create that many Treasure tokens."
Equip
Legendary Artifact - Equipment
The Reaver Cleaver (m3c) 217

Equipment

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Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant
Akroma's Will (m3c) 165
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

Finisher

(Ctrl to add secondary)
Ancient Tomb
: Add
. This land deals 2 damage to you.
Land
Ancient Tomb (zne) 21
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (spg) 114
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 412
Bountiful Promenade
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Bountiful Promenade (clb) 601
Canopy Vista
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Forest
Canopy Vista (exp) 5
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (fic) 485
Forest
(
: Add
.)
Basic Land - Forest
Forest (fin) 306
Jetmir's Garden
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Mountain Forest
Jetmir's Garden (snc) 291
Kessig Wolf Run
: Add
.
,
: Target creature gets +X/+0 and gains trample until end of turn.
Land
Kessig Wolf Run (sld) 355
Krosan Verge
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
Land
Krosan Verge (woc) 163
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (fin) 305
Overgrown Farmland
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Overgrown Farmland (mid) 283
Plains
(
: Add
.)
Basic Land - Plains
Plains (fin) 572
Radiant Summit
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Mountain
Radiant Summit (soc) 396
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (fic) 415
Rugged Prairie
: Add
.
,
: Add
,
, or
.
Land
Rugged Prairie (exp) 34
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (unf) 285
Selesnya Sanctuary
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Selesnya Sanctuary (clu) 246
Slayers' Stronghold
: Add
.
,
: Target creature gets +2/+0 and gains vigilance and haste until end of turn.
Land
Slayers' Stronghold (sld) 356
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (cmm) 618
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (unf) 280
Sundown Pass
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Sundown Pass (vow) 285
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (unf) 281
Temple of the False God
: Add
. Activate only if you control five or more lands.
Land
Temple of the False God (fic) 438
Treasure Vault
: Add
.
,
, Sacrifice this land: Create X Treasure tokens.
Artifact Land
Treasure Vault (drc) 180
Turbulent Steppe
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Mountain
Turbulent Steppe (soc) 58
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 360
Wooded Bastion
: Add
.
,
: Add
,
, or
.
Land
Wooded Bastion (exp) 30
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 361

Land

(Ctrl to add secondary)
Comeuppance
Prevent all damage that would be dealt to you and planeswalkers you control this turn by sources you don't control. If damage from a creature source is prevented this way, Comeuppance deals that much damage to that creature. If damage from a noncreature source is prevented this way, Comeuppance deals that much damage to the source's controller.
Instant
Comeuppance (c14) 4
Hammer of Nazahn
Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control.
Equipped creature gets +2/+0 and has indestructible.
Equip
Legendary Artifact - Equipment
Hammer of Nazahn (cmm) 606
Restoration Magic
Tiered (Choose one additional cost.)
• Cure —
— Target permanent gains hexproof and indestructible until end of turn.
• Cura —
— Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga —
— Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant
Restoration Magic (fin) 30
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
Rhythm of the Wild
Creature spells you control can't be countered.
Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)
Enchantment
Rhythm of the Wild (rvr) 217
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (2x2) 32
Ultimate Magic: Holy
Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Ultimate Magic: Holy (fic) 32

Protection

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Bloodforged Battle-Axe
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, create a token that's a copy of this Equipment.
Equip
Artifact - Equipment
Bloodforged Battle-Axe (2x2) 556
Sigarda's Aid
You may cast Aura and Equipment spells as though they had flash.
Whenever an Equipment you control enters, you may attach it to target creature you control.
Enchantment
Sigarda's Aid (sld) 731

Pump

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (fic) 333
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
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Cultivate (fic) 300
Explorer's Scope
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Explorer's Scope (fic) 344
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (fic) 311
Necklace of Girion
Whenever you cast a green spell and whenever a Forest you control enters, put a +1/+1 counter on target creature you control.
: Add
.
Legendary Artifact
Necklace of Girion (hoc) 12
Sol Ring
: Add
.
Artifact
Sol Ring (fic) 357
Starnheim Memento
: Add
.
,
: Target creature gets +1/+1 and gains flying until end of turn. Activate only as a sorcery.
Artifact
Starnheim Memento (j25) 29
Summoning Materia
You may look at the top card of your library any time.
As long as this Equipment is attached to a creature, you may cast creature spells from the top of your library.
Equipped creature gets +2/+2 and has vigilance and "
: Add
."
Equip
Artifact - Equipment
Summoning Materia (fic) 72
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (fic) 315

Ramp

(Ctrl to add secondary)
Unfinished Business
Return target creature card from your graveyard to the battlefield, then return up to two target Aura and/or Equipment cards from your graveyard to the battlefield attached to that creature. (If the Auras can't enchant that creature, they remain in your graveyard.)
Sorcery
Unfinished Business (fic) 259

Recursion

(Ctrl to add secondary)
Chandra's Ignition
Target creature you control deals damage equal to its power to each other creature and each opponent.
Sorcery
Chandra's Ignition (fdc) 145
Cloud's Limit Break
Tiered (Choose one additional cost.)
• Cross-Slash —
— Destroy target tapped creature.
• Blade Beam —
— Destroy any number of target tapped creatures with different controllers.
• Omnislash —
— Destroy all tapped creatures.
Instant
Cloud's Limit Break (fic) 14
Klauth's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Breathe Flame — Klauth's Will deals X damage to each creature without flying.
• Smash Relics — Destroy up to X target artifacts and/or enchantments.
Instant
Klauth's Will (afc) 321
Naya Charm
Choose one —
• Naya Charm deals 3 damage to target creature.
• Return target card from a graveyard to its owner's hand.
• Tap all creatures target player controls.
Instant
Naya Charm (dmc) 162
Nibelheim Aflame
Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Nibelheim Aflame (fin) 146
Reiterate
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Copy target instant or sorcery spell. You may choose new targets for the copy.
Instant
Reiterate (tsr) 182
The Last Agni Kai
Target creature you control fights target creature an opponent controls. If the creature the opponent controls is dealt excess damage this way, add that much
.
Until end of turn, you don't lose unspent red mana as steps and phases end.
Instant
The Last Agni Kai (tla) 144

Removal

(Ctrl to add secondary)
Alchemist's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create two tapped Treasure tokens.
: Level 2
Treasures you control have "
, Sacrifice this artifact: Add two mana of any one color."
: Level 3
Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
Enchantment - Class
Alchemist's Talent (blc) 22
Innkeeper's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward
.
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Enchantment - Class
Innkeeper's Talent (blb) 180

Talents

(Ctrl to add secondary)
Fighter Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost
less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Enchantment - Class
Fighter Class (afr) 222
Kuldotha Forgemaster
, Sacrifice three artifacts: Search your library for an artifact card, put it onto the battlefield, then shuffle.
Creature Artifact - Construct
Kuldotha Forgemaster (2xm) 266
Open the Armory
Search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.
Sorcery
Open the Armory (soi) 32
Steelshaper's Gift
Search your library for an Equipment card, reveal that card, put it into your hand, then shuffle.
Sorcery
Steelshaper's Gift (cmm) 629
Stoneforge Mystic
When this creature enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
,
: You may put an Equipment card from your hand onto the battlefield.
Creature - Artificer Kor
Stoneforge Mystic (2xm) 337

Tutor

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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
Arena of Glory
This land enters tapped unless you control a Mountain.
: Add
.
,
, Exert this land: Add
. If any of that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)
Land
Arena of Glory (mh3) 351
Barret Wallace
Reach
Whenever Barret Wallace attacks, it deals damage equal to the number of equipped creatures you control to defending player.
Legendary Creature - Human Rebel
Barret Wallace (fin) 129
Barret, Avalanche Leader
Reach
Avalanche! — Whenever an Equipment you control enters, create a 2/2 red Rebel creature token.
At the beginning of combat on your turn, attach up to one target Equipment you control to target Rebel you control.
Legendary Creature - Human Rebel
Barret, Avalanche Leader (fic) 472
Cinder Glade
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Mountain Forest
Cinder Glade (exp) 4
Clever Concealment
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.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant
Clever Concealment (fic) 236
Cloud, Planet's Champion
During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.)
Equip abilities you activate that target Cloud cost
less to activate.
Legendary Creature - Human Soldier Mercenary
Cloud, Planet's Champion (fin) 552
Defense of the Heart
At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice this enchantment, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.
Enchantment
Defense of the Heart (j16) 7
Delivery Moogle
Flying
When this creature enters, search your library and/or graveyard for an artifact card with mana value 2 or less, reveal it, and put it into your hand. If you search your library this way, shuffle.
Creature - Moogle
Delivery Moogle (fin) 15
Dispatch
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
Instant
Dispatch (fic) 241
Dragon's Smile
Flying
Once during each of your turns, you may pay
rather than pay the mana cost for a spell you cast from exile.
Whenever Dragon's Smile deals combat damage to a player, that player exiles that many cards from the top of their library. You may play those cards this turn.
Crew 3
Legendary Artifact - Vehicle
Dragon's Smile (mbc) 22
Druid of the Anima
: Add
,
, or
.
Creature - Elf Druid
Druid of the Anima (j25) 652
Eiganjo, Seat of the Empire
: Add
.
Channel —
, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Eiganjo, Seat of the Empire (neo) 413
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 412
Explore
You may play an additional land this turn.
Draw a card.
Sorcery
Explore (slp) 12
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 24
Forge Anew
When this enchantment enters, return target Equipment card from your graveyard to the battlefield.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay
rather than pay the equip cost of the first equip ability you activate during each of your turns.
Enchantment
Forge Anew (ltr) 17
Furious Rise
At the beginning of your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with this enchantment.
Enchantment
Furious Rise (fic) 294
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
Herd Heirloom
: Add one mana of any color. Spend this mana only to cast a creature spell.
: Until end of turn, target creature you control with power 4 or greater gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Artifact
Herd Heirloom (tdm) 144
Inventory Management
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
For each Aura and Equipment you control, you may attach it to a creature you control.
Instant
Inventory Management (pip) 105
Jeska's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Add
for each card in target opponent's hand.
• Exile the top three cards of your library. You may play them this turn.
Sorcery
Jeska's Will (mkc) 156
Lifestream's Blessing
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Lifestream's Blessing (fic) 67
Lotus Cobra
Landfall — Whenever a land you control enters, add one mana of any color.
Creature - Snake
Lotus Cobra (pgpx) 2012b
Mana Geyser
Add
for each tapped land your opponents control.
Sorcery
Mana Geyser (5dn) 75
Mantle of the Ancients
Enchant creature you control
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
Enchantment - Aura
Mantle of the Ancients (afc) 277
Mask of Memory
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Mask of Memory (fic) 350
Myriad Landscape
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Land
Myriad Landscape (cmm) 660
Mystic Forge
You may look at the top card of your library any time.
You may cast artifact spells and colorless spells from the top of your library.
, Pay 1 life: Exile the top card of your library.
Artifact
Mystic Forge (m3c) 302
Natural Order
As an additional cost to cast this spell, sacrifice a green creature.
Search your library for a green creature card, put it onto the battlefield, then shuffle.
Sorcery
Natural Order (sta) 54
On the Trail
Whenever you draw your second card each turn, you may put a land card from your hand onto the battlefield tapped.
Enchantment
On the Trail (mkc) 39
Plaza of Heroes
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell.
: Add one mana of any color among legendary permanents you control.
,
, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.
Land
Plaza of Heroes (eos) 123
Pyretic Ritual
Add
.
Instant
Pyretic Ritual (plst) M11-153
Reach the Horizon
Search your library for up to two basic land cards and/or Town cards with different names, put them onto the battlefield tapped, then shuffle.
Sorcery
Reach the Horizon (fin) 195
Rishkar's Expertise
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Sorcery
Rishkar's Expertise (fdc) 226
Rockfall Vale
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Rockfall Vale (mid) 284
Secret Rendezvous
You and target opponent each draw three cards.
Sorcery
Secret Rendezvous (fic) 218
Secret Tunnel
This land can't be blocked.
: Add
.
,
: Two target creatures you control that share a creature type can't be blocked this turn.
Land - Cave
Secret Tunnel (tla) 278
Seething Song
Add
.
Instant
Seething Song (ddg) 70
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 (plst) EMA-232
Sephiroth, Fallen Hero
Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.)
The Reunion —
, Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
Legendary Creature - Human Soldier Avatar
Sephiroth, Fallen Hero (fic) 92
Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Sevinne's Reclamation (soc) 170
Sigarda, Font of Blessings
Flying
Other permanents you control have hexproof.
You may look at the top card of your library any time.
You may cast Angel spells and Human spells from the top of your library.
Legendary Creature - Angel
Sigarda, Font of Blessings (mat) 47
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 (p22) 5
Spelunking
When this enchantment enters, draw a card, then you may put a land card from your hand onto the battlefield. If you put a Cave onto the battlefield this way, you gain 4 life.
Lands you control enter untapped.
Enchantment
Spelunking (lci) 213
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (clb) 606
Spirit Mantle
Enchant creature
Enchanted creature gets +1/+1 and has protection from creatures.
Enchantment - Aura
Spirit Mantle (soc) 175
Sram, Senior Edificer
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
Legendary Creature - Advisor Dwarf
Sram, Senior Edificer (fca) 3
Starting Town
This land enters tapped unless it's your first, second, or third turn of the game.
: Add
.
, Pay 1 life: Add one mana of any color.
Land - Town
Starting Town (fin) 289
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
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 (fdn) 355
Sword of Fire and Ice
Equipped creature gets +2/+2 and has protection from red and from blue.
Whenever equipped creature deals combat damage to a player, this Equipment deals 2 damage to any target and you draw a card.
Equip
Artifact - Equipment
Sword of Fire and Ice (2xm) 365
Sword of Hearth and Home
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Artifact - Equipment
Sword of Hearth and Home (mh2) 324
Talisman of Unity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Unity (mkc) 244
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) 481
The Regalia
Haste
Whenever The Regalia attacks, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
Crew 1
Legendary Artifact - Vehicle
The Regalia (fin) 267
Through the Forest Gate
Look at the top twenty cards of your library, put any number of land cards from among them onto the battlefield tapped, then shuffle. You gain 8 life.
Sorcery
Through the Forest Gate (hob) 137
Tifa Lockhart
Trample
Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn.
Legendary Creature - Human Monk
Tifa Lockhart (fin) 567
Trailblazer's Boots
Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.)
Equip
Artifact - Equipment
Trailblazer's Boots (fic) 370
Ultima Weapon
Whenever equipped creature attacks, destroy target creature an opponent controls.
Equipped creature gets +7/+7.
Equip
Legendary Artifact - Equipment
Ultima Weapon (fin) 563
Ultimate Magic: Meteor
Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents.
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
Ultimate Magic: Meteor (fic) 62
Vincent, Vengeful Atoner
Menace
Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent.
Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater.
Legendary Creature - Assassin
Vincent, Vengeful Atoner (fic) 64
Weapons Vendor
When this creature enters, draw a card.
At the beginning of combat on your turn, if you control an Equipment, you may pay
. When you do, attach target Equipment you control to target creature you control.
Creature - Human Artificer
Weapons Vendor (fin) 40
Windurst, Federation Center
This land enters tapped.
: Add
or
.
Land - Town
Windurst, Federation Center (fin) 292
Worldsoul's Rage
Worldsoul's Rage deals X damage to any target. Put up to X land cards from your hand and/or graveyard onto the battlefield tapped.
Sorcery
Worldsoul's Rage (eoc) 130
Worn Powerstone
This artifact enters tapped.
: Add
.
Artifact
Worn Powerstone (lcc) 120

Maybeboard

(Ctrl to add secondary)
Copy
(This token can be used to represent a token that's a copy of a permanent.)
Token
Copy (tfin) 25
Foretell
(After you foretell a card, you can place the exiled card here. You may cast it on a later turn for its foretell cost.)
Card
Foretell (tfic) 10
Treasure
, Sacrifice this token: Add one mana of any color.
Artifact Token - Treasure
Treasure (tfin) 36

Tokens & Extras

(Ctrl to add secondary)

Deck Info

Deck stats

26 pips - 22 cards
30 mana - 25 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
25 pips - 20 cards
20 mana - 17 cards
24 pips - 22 cards
30 mana - 24 cards
0 pips - 0 cards
14 mana - 11 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Cloud, Ex-SOLDIER — An Aggressive Equipment Deck With Multiple Paths to Victory"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Deck Premise — What the Deck Does"},{"insert":"\nCloud, Ex-SOLDIER is a Naya Equipment-based combat deck designed to maintain offensive pressure while generating card advantage, Treasure tokens, and opportunities for explosive finishing turns.\nThe primary strategy revolves around equipping Cloud and supporting creatures to create powerful attackers. Cloud serves as the central engine, providing card draw whenever he attacks based on the number of equipped attacking creatures. Once Cloud reaches seven power, his attacks also generate two Treasure tokens, allowing the deck to accelerate into additional threats and interactions.\nUnlike traditional Voltron strategies, this deck does not depend entirely on commander damage. Equipment can be distributed among supporting creatures, allowing multiple attackers to threaten opponents while benefiting from Cloud’s card advantage.\nThe deck emphasizes combat evasion, selective removal, protection, and resource generation. Rather than attempting to control the entire game, it creates opportunities to attack safely while forcing opponents to respond to increasingly dangerous creatures.\nSunforger provides an additional layer of flexibility, allowing the deck to access specific instants for protection, removal, combat control, and situational interactions.\n"},{"attributes":{"bold":true},"insert":"The overall objective is to establish powerful attackers, maintain offensive momentum, and use Equipment, combat manipulation, and explosive resource generation to defeat opponents through multiple overlapping strategies."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Deck Primer — How the Deck Wins"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"1. Primary Win Condition: Cloud and Commander Damage"},{"insert":"\nCloud is the primary offensive threat and the deck’s most reliable source of card advantage.\nThe early game focuses on establishing mana acceleration, deploying Equipment, and preparing the battlefield for Cloud’s arrival.\nEquipment such as Buster Sword, Colossus Hammer, Power Fist, Sword of Fire and Ice, and The Reaver Cleaver help turn Cloud into a dangerous attacker.\nCloud’s haste and ability to attach an existing Equipment when entering the battlefield allow him to immediately threaten opponents.\nReaching seven power is an important milestone because each attack begins generating two Treasure tokens in addition to drawing cards.\nThese resources allow the deck to develop additional threats, pay for Equipment costs, and maintain interaction.\nTrailblazer’s Boots, Rogue’s Passage, and other evasion options help Cloud bypass blockers and connect with opponents.\nThe objective is to establish a repeatable source of commander damage while generating enough resources to maintain offensive pressure.\n"},{"attributes":{"bold":true},"insert":"2. Combat Control: Naya Charm and Cloud’s Limit Break"},{"insert":"\nOne of the deck’s most important tactical interactions involves Naya Charm and Cloud’s Limit Break.\nNaya Charm is primarily included for its ability to tap all creatures target player controls.\nThis creates an opportunity to attack an opponent without worrying about their creatures blocking.\nRather than relying entirely on Equipment to provide evasion, Naya Charm can open an entire opponent’s battlefield for a decisive attack.\nIts flexibility also makes it valuable outside of combat.\n"},{"attributes":{"bold":true},"insert":"Naya Charm + Cloud’s Limit Break"},{"insert":"\nAn alternative interaction involves using Naya Charm to tap an opponent’s creatures and following it with Cloud’s Limit Break.\nThis allows Cloud’s Limit Break to exploit the tapped creatures, potentially clearing the opponent’s battlefield at instant speed.\nThe interaction is particularly useful when an opponent has established a threatening creature presence or when removing their creatures creates an opportunity to finish the game on the following turn.\nBoth spells can be found using Sunforger, allowing the deck to access these interactions without necessarily drawing them naturally.\nThis combination provides two different offensive approaches:\nTap an opponent’s creatures and attack directly."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tap an opponent’s creatures and use Cloud’s Limit Break to remove their board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The second approach requires both spells to be available and enough mana to execute the interaction.\n"},{"attributes":{"bold":true},"insert":"3. Secondary Win Condition: Equipped Creatures and Multiple Combat Phases"},{"insert":"\nCloud isn’t the only creature capable of winning games.\nThe deck includes several supporting creatures that benefit from Equipment and combat-focused abilities.\nLightning, Army of One, Tifa Lockhart, Tifa, Martial Artist, and Cloud, Midgar Mercenary provide additional offensive options.\nTifa, Martial Artist is particularly important because additional combat opportunities can dramatically increase the amount of damage the deck produces.\nWhen multiple creatures are equipped, additional combats also create opportunities for more combat-related triggers.\nReyav, Master Smith provides double strike to equipped creatures, significantly increasing their damage potential.\nAkroma’s Will can provide a devastating finishing turn by granting combat abilities that make blocking difficult or impossible.\nThis approach forces opponents to deal with multiple offensive threats rather than concentrating entirely on Cloud.\n"},{"attributes":{"bold":true},"insert":"4. Alternative Win Condition: Aerith and Chandra’s Ignition"},{"insert":"\nAerith, Last Ancient provides another way for the deck to convert creature power into a significant offensive advantage.\nChandra’s Ignition allows a creature to deal damage equal to its power to every other creature and each opponent.\nWhen Aerith has lifelink, this interaction can generate substantial life gain while damaging opposing creatures and players.\nEquipment such as Colossus Hammer, Buster Sword, and other power-enhancing artifacts can increase the damage dealt.\nThis provides a way to pressure all opponents simultaneously without needing to connect through combat.\nIt also gives the deck a potential answer to creature-heavy strategies.\nUnlike the primary commander-damage plan, this interaction does not require Cloud to be on the battlefield.\n"},{"attributes":{"bold":true},"insert":"5. Sunforger: The Deck’s Tactical Toolbox"},{"insert":"\nSunforger serves as one of the deck’s most versatile pieces of Equipment.\nIts primary purpose is to provide access to specific instants that help protect creatures, control combat, and answer opposing threats.\nImportant targets include:\nNaya Charm — Taps an opponent’s creatures to create attacking opportunities or enables the Cloud’s Limit Break interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cloud’s Limit Break — Provides instant-speed removal, particularly effective against tapped creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flawless Maneuver — Protects important creatures against destruction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Clever Concealment — Provides protection against removal and board wipes."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Dispatch — Removes problematic creatures when metalcraft is active."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Last Agni Kai — Converts excess fight damage into red mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Reiterate — Copies spells and can be reused through buyback when cast normally."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sunforger is not intended to become the deck’s only strategy.\nInstead, it supports the aggressive Equipment plan by making specific answers accessible when needed.\nThe flexibility of Sunforger allows the deck to adapt to changing board states without dedicating its entire strategy to controlling opponents.\n"},{"attributes":{"bold":true},"insert":"6. Explosive Mana Generation: Brass’s Bounty and Reiterate"},{"insert":"\nBrass’s Bounty provides a substantial burst of Treasure production based on the number of lands controlled.\nThese Treasures can support expensive Equipment plays, additional threats, and powerful finishing turns.\nReiterate adds another dimension by allowing the deck to copy important spells.\nWhen sufficient mana is available, Reiterate’s buyback ability makes it possible to reuse the spell repeatedly.\nOne particularly powerful interaction involves copying Brass’s Bounty while the original spell remains on the stack.\nThis can create additional Treasure tokens before the original Brass’s Bounty resolves, allowing the deck to generate significantly more resources than the original spell would produce alone.\nThe Last Agni Kai can also generate red mana through excess fight damage, creating additional opportunities to fund expensive plays.\nThese interactions are designed to produce explosive, resource-intensive turns rather than serving as the deck’s primary win condition.\n"},{"attributes":{"bold":true},"insert":"7. Protection, Evasion, and Maintaining Pressure"},{"insert":"\nThe deck uses several forms of protection to preserve important creatures and maintain offensive pressure.\nSwiftfoot Boots provides reusable hexproof and haste, making it an important defensive Equipment.\nClever Concealment, Flawless Maneuver, Restoration Magic, and Ultimate Magic: Holy provide additional ways to protect the battlefield.\nTrailblazer’s Boots is particularly important because it provides a repeatable source of evasion against opponents controlling nonbasic lands.\nShadowspear provides trample and lifelink while also offering a way to remove hexproof and indestructible from opposing permanents when necessary.\nThe combination of protection and evasion helps ensure that large creatures can continue attacking instead of being repeatedly stopped by blockers or removal.\nThe deck’s objective is not to prevent every opposing interaction, but to maintain enough offensive momentum that opponents must continually respond to its threats.\n\n"},{"attributes":{"bold":true},"insert":"Overall Game Plan"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Early Game — Establish Resources"},{"insert":"\nDevelop the mana base through land ramp, mana-producing creatures, and artifacts.\nDeploy important Equipment and use tutors such as Stoneforge Mystic, Steelshaper’s Gift, and Open the Armory to find the pieces needed for the current game.\n"},{"attributes":{"bold":true},"insert":"Mid Game — Establish Cloud and Pressure Opponents"},{"insert":"\nDeploy Cloud with Equipment already available when possible.\nIncrease his power to seven or greater to begin generating Treasure tokens while drawing cards through attacks.\nUse supporting creatures and additional Equipment to diversify offensive threats.\n"},{"attributes":{"bold":true},"insert":"Late Game — Convert Resources Into Victory"},{"insert":"\nUse evasion, Naya Charm, Akroma’s Will, and additional combat opportunities to create decisive attacks.\nIf combat becomes difficult, transition into alternative interactions involving Aerith and Chandra’s Ignition, Cloud’s Limit Break, or explosive mana generation through Brass’s Bounty and Reiterate.\nSunforger provides access to the interaction necessary to protect important threats or remove obstacles standing between the deck and victory.\n\n"},{"attributes":{"bold":true},"insert":"Final Thoughts"},{"insert":"\nCloud, Ex-SOLDIER is an aggressive Equipment deck built around flexibility rather than dependence on a single win condition.\nIts primary goal is to defeat opponents through combat, but its Equipment, protection, removal, and resource-generation packages provide several ways to adapt when that strategy is challenged.\nCloud generates the resources necessary to keep attacking, supporting creatures provide alternative offensive threats, and Sunforger offers tactical answers when opponents attempt to stop the deck.\n"},{"attributes":{"bold":true},"insert":"The deck is designed to make every combat meaningful, every Equipment relevant, and every resource capable of contributing toward a winning turn."},{"insert":"\n\n"}]}
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