Mangumson
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Commander
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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.
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

Commander
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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.
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

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.
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

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.
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

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.
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

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.
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

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.
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

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.
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

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.
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

Draw
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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
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

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.
• 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

Finisher
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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.
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

Land
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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

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.
• 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

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.
Exile Teferi's Protection.
Instant

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.)
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

Protection
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Pump
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Ramp
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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

Recursion
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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.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Removal
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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.
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

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.
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

Talents
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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.
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

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.
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

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.)
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

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.
Equip abilities you activate that target Cloud cost less to activate.
Legendary Creature - Human Soldier Mercenary

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
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

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.
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

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.)
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

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.
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

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.
The Reunion — , Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
Legendary Creature - Human Soldier Avatar

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.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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
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

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.)
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

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.
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

Maybeboard
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Tokens & Extras
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Deck Info
Deck stats
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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"}]}

































































































































