CrimsonJake
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Commander
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{"ops":[{"insert":"Squall Leonhart"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"“Whatever happens, I'll be ready.”"},{"insert":"\n\nThis is a "},{"attributes":{"bold":true},"insert":"Bracket 2 Orzhov Voltron deck"},{"insert":" built around "},{"attributes":{"bold":true},"insert":"Squall, SeeD Mercenary"},{"insert":". The primary win condition is straightforward: build Squall into a lethal attacker, make sure he can connect, and take advantage of the double strike he gains when attacking alone. The twist—and the reason the deck is much more resilient than a typical Voltron deck—is Squall's ability to return a permanent with mana value 3 or less from your graveyard whenever he deals combat damage to a player. \n\nThat ability makes the graveyard an extension of the Voltron package. If an opponent destroys "},{"attributes":{"bold":true},"insert":"Phyresis, All That Glitters, Idolized, Super-Soldier Serum"},{"insert":", or one of the deck's many Equipment and Auras, those cards can eventually be recovered by Squall himself. This means removing Squall after you've invested heavily into him is often less effective than it would be against a conventional Voltron commander. "},{"attributes":{"bold":true},"insert":"Mantle of the Ancients"},{"insert":" takes the idea even further, allowing an entire pile of Auras and Equipment to return to the battlefield attached to Squall at once. \n\nThe recursion package isn't limited to Voltron pieces. "},{"attributes":{"bold":true},"insert":"Plaguecrafter, Fleshbag Marauder, Demon's Disciple, and Accursed Marauder"},{"insert":" function as reusable removal because they can sacrifice themselves and later be returned by Squall. "},{"attributes":{"bold":true},"insert":"Twilight Diviner"},{"insert":" can then turn creatures returning from the graveyard into additional bodies, allowing one recursion trigger to generate even more value. \nSquall can even recover "},{"attributes":{"bold":true},"insert":"lands"},{"insert":". A discarded land can be replayed later, while "},{"attributes":{"bold":true},"insert":"Urza's Saga"},{"insert":" can return from the graveyard after completing its chapters and begin generating Constructs and tutoring another artifact. This makes Squall's combat trigger a general-purpose recursion engine rather than a narrow Equipment ability.\n\nThe deck also uses cards such as "},{"attributes":{"bold":true},"insert":"Entomb"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Buried Alive"},{"insert":" to deliberately stock the graveyard with whatever Squall will need later. Instead of thinking of the graveyard as a place where cards go when they are lost, think of it as a toolbox that Squall can access one successful attack at a time. \n\nThe Voltron package itself focuses on three things: "},{"attributes":{"bold":true},"insert":"power, evasion, and protection"},{"insert":". Colossus Hammer and All That Glitters provide enormous scaling, while Brotherhood Regalia, Zephyr Boots, Key to the City, and Trailblazer's Boots make sure Squall actually connects. Swiftfoot Boots, Lightning Greaves, Mithril Coat, and similar cards keep him alive when you need him to survive. \n\nThe result is a Voltron deck that is comfortable playing a longer game than its strategy might suggest. You can build Squall, let opponents answer him, rebuild the pieces, and attack again. Every successful attack advances your board regardless of what the opponent did to you previously. PlayGroup's current sample reflects that plan: across 10 games, Squall averages "},{"attributes":{"bold":true},"insert":"18.1 commander damage per game"},{"insert":" and "},{"attributes":{"bold":true},"insert":"1.7 commander casts per game"},{"insert":", while combat damage is the deck's dominant win condition. "},{"attributes":{"bold":true},"insert":"The goal isn't to make Squall impossible to kill. It's to make killing Squall insufficient."},{"insert":"\n\n"}]}
Commander
Squall, SeeD Mercenary
Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn.
Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Legendary Creature - Human Knight Mercenary

Commander
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Creature
Twilight Diviner
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Whenever one or more other creatures you control enter, if they entered or were cast from a graveyard, create a token that's a copy of one of them. This ability triggers only once each turn.
Whenever one or more other creatures you control enter, if they entered or were cast from a graveyard, create a token that's a copy of one of them. This ability triggers only once each turn.
Creature - Cleric Elf

Creature
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Drain
Sephiroth, Fabled SOLDIER
Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card.
Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth.
Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth.
Legendary Creature - Human Soldier Avatar


Drain
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Draw
Braids, Arisen Nightmare
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
Legendary Creature - Nightmare

Draw
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Enchantment
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

Enchantment
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Evasion
Evasion
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Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Mill
Mill
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Protection
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 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

Protection
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Pump
Pump
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Ramp
Ramp
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Recursion
Lurrus of the Dream-Den
Companion — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Lifelink
Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
Lifelink
Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
Legendary Creature - Cat Nightmare

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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Removal
Removal
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Tutor
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

Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Squall Leonhart"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"“Whatever happens, I'll be ready.”"},{"insert":"\n\nThis is a "},{"attributes":{"bold":true},"insert":"Bracket 2 Orzhov Voltron deck"},{"insert":" built around "},{"attributes":{"bold":true},"insert":"Squall, SeeD Mercenary"},{"insert":". The primary win condition is straightforward: build Squall into a lethal attacker, make sure he can connect, and take advantage of the double strike he gains when attacking alone. The twist—and the reason the deck is much more resilient than a typical Voltron deck—is Squall's ability to return a permanent with mana value 3 or less from your graveyard whenever he deals combat damage to a player. \n\nThat ability makes the graveyard an extension of the Voltron package. If an opponent destroys "},{"attributes":{"bold":true},"insert":"Phyresis, All That Glitters, Idolized, Super-Soldier Serum"},{"insert":", or one of the deck's many Equipment and Auras, those cards can eventually be recovered by Squall himself. This means removing Squall after you've invested heavily into him is often less effective than it would be against a conventional Voltron commander. "},{"attributes":{"bold":true},"insert":"Mantle of the Ancients"},{"insert":" takes the idea even further, allowing an entire pile of Auras and Equipment to return to the battlefield attached to Squall at once. \n\nThe recursion package isn't limited to Voltron pieces. "},{"attributes":{"bold":true},"insert":"Plaguecrafter, Fleshbag Marauder, Demon's Disciple, and Accursed Marauder"},{"insert":" function as reusable removal because they can sacrifice themselves and later be returned by Squall. "},{"attributes":{"bold":true},"insert":"Twilight Diviner"},{"insert":" can then turn creatures returning from the graveyard into additional bodies, allowing one recursion trigger to generate even more value. \nSquall can even recover "},{"attributes":{"bold":true},"insert":"lands"},{"insert":". A discarded land can be replayed later, while "},{"attributes":{"bold":true},"insert":"Urza's Saga"},{"insert":" can return from the graveyard after completing its chapters and begin generating Constructs and tutoring another artifact. This makes Squall's combat trigger a general-purpose recursion engine rather than a narrow Equipment ability.\n\nThe deck also uses cards such as "},{"attributes":{"bold":true},"insert":"Entomb"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Buried Alive"},{"insert":" to deliberately stock the graveyard with whatever Squall will need later. Instead of thinking of the graveyard as a place where cards go when they are lost, think of it as a toolbox that Squall can access one successful attack at a time. \n\nThe Voltron package itself focuses on three things: "},{"attributes":{"bold":true},"insert":"power, evasion, and protection"},{"insert":". Colossus Hammer and All That Glitters provide enormous scaling, while Brotherhood Regalia, Zephyr Boots, Key to the City, and Trailblazer's Boots make sure Squall actually connects. Swiftfoot Boots, Lightning Greaves, Mithril Coat, and similar cards keep him alive when you need him to survive. \n\nThe result is a Voltron deck that is comfortable playing a longer game than its strategy might suggest. You can build Squall, let opponents answer him, rebuild the pieces, and attack again. Every successful attack advances your board regardless of what the opponent did to you previously. PlayGroup's current sample reflects that plan: across 10 games, Squall averages "},{"attributes":{"bold":true},"insert":"18.1 commander damage per game"},{"insert":" and "},{"attributes":{"bold":true},"insert":"1.7 commander casts per game"},{"insert":", while combat damage is the deck's dominant win condition. "},{"attributes":{"bold":true},"insert":"The goal isn't to make Squall impossible to kill. It's to make killing Squall insufficient."},{"insert":"\n\n"}]}



































































