StupidSexyJulien
341 views45 hrs ago
Commander
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{"ops":[{"insert":"5 Colour - Allies "},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is my favorite deck themed after my favorite show, I will forever be tuning it to my pod's meta. In this current form, I would say that it is very well tuned, especially to my playstyle \n\n"},{"attributes":{"italic":true},"insert":"Group by: Categories (Multiple)"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Some self-imposed limitations:"},{"insert":"\n-No Sol Ring\n-No Game Changers\n-No cards that say the word \"Commander\" (Command Tower, Arcane Signet, Deflecting Swat, Etc)\n-No cards from Modern Horizon sets\n\n"},{"attributes":{"bold":true},"insert":"Bracket:"},{"insert":"\nThe algorithm thinks this is Bracket 4 because of the Searing Touch / Aang combo, and Moonmist is in the deck. Personally, I believe a game's gotta end, but if the game is feeling really really Bracket 2, I'll often sandbag or discard the Searing Touch and just try to win using ability doublers and Sokka. I'd rather have it and not use it than play a 3 hour game. But at the end of the day, I'm trying to tune this deck to be able to hang out in any pod, depending on your opening hand and what you plan on doing in the game. But if I had to decide I'd call this a 3, that can hang out with 2's.\n\n"},{"attributes":{"bold":true},"insert":"Non-\"win the game\" personal win-cons:"},{"insert":"\n-Flipping Aang without Moonmist (I have done this multiple times but it is difficult)\n-Getting all 4 members of the Gaang (I'm debating re-adding Defense of the Heart, but it feels too scary)\n\n"},{"attributes":{"bold":true},"insert":"Avatar flavour fail:"},{"insert":"\nYou're probably wondering why I am missing so many amazing characters from this amazing show. Well thats because Zuko, and a lot of the more Fire Nation themed elements of the set have their very own deck. Admittedly, it is not as strong and finely tuned as this deck, though it does follow many of the same deck building restrictions, but I am working on it. It also might be worth noting that I am trying to only use one version of each character in the show in the deck. Though, there are some good synergies that would be fun to play into, it just feels wrong to have 2 different versions of Aang in battle at the same time. \n\nAlso worth noting, that while the Zuko deck is this deck's counterpart, Iroh Grand Lotus and Toph The First Metalbender also have their own decks, but they are being built and tuned to be a tier stronger than Aang and Zuko.\n\nOh, and this deck is 100% non-foil and fully bordered, I just wanted it to look like a deck full of Magic cards. So if you're wondering why cards like Mai and Zuko or Sokka's Charge are being omitted. That's why \n\n"},{"attributes":{"bold":true},"insert":"Ability Doubler Interaction Clarification:"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"-Will_29"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"Yes, that's how it goes."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"When Aang attacks, his Firebending 2 ability triggers; Katara causes it to trigger twice. And because you Firebended (Firebent?) twice, Aang's draw ability would trigger twice, instead triggering four times, again thanks to Katara.\""},{"insert":"\nSite: Reddit\n\nSo swing Aang draw 4\nThis will also work with Annie Joins Up and Roaming Throne\nIf you add Toph, then every spell you cast will also draw 4\nWith 2 ability doublers you'll be drawing 9\n\n"}]}
Ally
Haru, Hidden Talent
Whenever another Ally you control enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Legendary Creature - Human Ally Peasant

Sokka, Tenacious Tactician
Menace, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Other Allies you control have menace and prowess.
Whenever you cast a noncreature spell, create a 1/1 white Ally creature token.
Other Allies you control have menace and prowess.
Whenever you cast a noncreature spell, create a 1/1 white Ally creature token.
Legendary Creature - Human Warrior Ally

Toph, Hardheaded Teacher
When Toph enters, you may discard a card. If you do, return target instant or sorcery card from your graveyard to your hand.
Whenever you cast a spell, earthbend 1. If that spell is a Lesson, put an additional +1/+1 counter on that land. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you cast a spell, earthbend 1. If that spell is a Lesson, put an additional +1/+1 counter on that land. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Legendary Creature - Human Warrior Ally

Ally
(CTRL to add secondary)
Board Wipe
Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery

Board Wipe
(CTRL to add secondary)
Combo
Combo
(CTRL to add secondary)
Counter
Counter
(CTRL to add secondary)
Double Ability
Double Ability
(CTRL to add secondary)
Draw
Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Waterbender Ascension
Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card.
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchantment

Draw
(CTRL to add secondary)
Earthbend
Ba Sing Se
This land enters tapped unless you control a basic land.
: Add .
, : Earthbend 2. Activate only as a sorcery. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
: Add .
, : Earthbend 2. Activate only as a sorcery. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Land

Earthbend
(CTRL to add secondary)
Filter
Filter
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Lifegain
Lifegain
(CTRL to add secondary)
Protection
Appa, Steadfast Guardian
Flash
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Legendary Creature - Ally Bison

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

Protection
(CTRL to add secondary)
Ramp
Badgermole Cub
When this creature enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you tap a creature for mana, add an additional .
Whenever you tap a creature for mana, add an additional .
Creature - Mole Badger

The Cabbage Merchant
Whenever an opponent casts a noncreature spell, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Whenever a creature deals combat damage to you, sacrifice a Food token.
Tap two untapped Foods you control: Add one mana of any color.
Whenever a creature deals combat damage to you, sacrifice a Food token.
Tap two untapped Foods you control: Add one mana of any color.
Legendary Creature - Human Citizen

Ramp
(CTRL to add secondary)
Recursion
Chakra Meditation
When this enchantment enters, return up to one target instant or sorcery card from your graveyard to your hand.
Whenever you cast an instant or sorcery spell, draw a card. Then discard a card unless there are three or more Lesson cards in your graveyard.
Whenever you cast an instant or sorcery spell, draw a card. Then discard a card unless there are three or more Lesson cards in your graveyard.
Enchantment

Recursion
(CTRL to add secondary)
Removal
Aang's Iceberg
Flash
When this enchantment enters, exile up to one other target nonland permanent until this enchantment leaves the battlefield.
Waterbend : Sacrifice this enchantment. If you do, scry 2. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
When this enchantment enters, exile up to one other target nonland permanent until this enchantment leaves the battlefield.
Waterbend : Sacrifice this enchantment. If you do, scry 2. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchantment

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

Removal
(CTRL to add secondary)
Sorcery
Celestial Reunion
As an additional cost to cast this spell, you may choose a creature type and behold two creatures of that type.
Search your library for a creature card with mana value X or less, reveal it, put it into your hand, then shuffle. If this spell's additional cost was paid and the revealed card is the chosen type, put that card onto the battlefield instead of putting it into your hand.
Search your library for a creature card with mana value X or less, reveal it, put it into your hand, then shuffle. If this spell's additional cost was paid and the revealed card is the chosen type, put that card onto the battlefield instead of putting it into your hand.
Sorcery

Sorcery
(CTRL to add secondary)
Tutor
Nature's Rhythm
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery

Tutor
(CTRL to add secondary)
Tokens & Extras
Tokens & Extras
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"5 Colour - Allies "},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is my favorite deck themed after my favorite show, I will forever be tuning it to my pod's meta. In this current form, I would say that it is very well tuned, especially to my playstyle \n\n"},{"attributes":{"italic":true},"insert":"Group by: Categories (Multiple)"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Some self-imposed limitations:"},{"insert":"\n-No Sol Ring\n-No Game Changers\n-No cards that say the word \"Commander\" (Command Tower, Arcane Signet, Deflecting Swat, Etc)\n-No cards from Modern Horizon sets\n\n"},{"attributes":{"bold":true},"insert":"Bracket:"},{"insert":"\nThe algorithm thinks this is Bracket 4 because of the Searing Touch / Aang combo, and Moonmist is in the deck. Personally, I believe a game's gotta end, but if the game is feeling really really Bracket 2, I'll often sandbag or discard the Searing Touch and just try to win using ability doublers and Sokka. I'd rather have it and not use it than play a 3 hour game. But at the end of the day, I'm trying to tune this deck to be able to hang out in any pod, depending on your opening hand and what you plan on doing in the game. But if I had to decide I'd call this a 3, that can hang out with 2's.\n\n"},{"attributes":{"bold":true},"insert":"Non-\"win the game\" personal win-cons:"},{"insert":"\n-Flipping Aang without Moonmist (I have done this multiple times but it is difficult)\n-Getting all 4 members of the Gaang (I'm debating re-adding Defense of the Heart, but it feels too scary)\n\n"},{"attributes":{"bold":true},"insert":"Avatar flavour fail:"},{"insert":"\nYou're probably wondering why I am missing so many amazing characters from this amazing show. Well thats because Zuko, and a lot of the more Fire Nation themed elements of the set have their very own deck. Admittedly, it is not as strong and finely tuned as this deck, though it does follow many of the same deck building restrictions, but I am working on it. It also might be worth noting that I am trying to only use one version of each character in the show in the deck. Though, there are some good synergies that would be fun to play into, it just feels wrong to have 2 different versions of Aang in battle at the same time. \n\nAlso worth noting, that while the Zuko deck is this deck's counterpart, Iroh Grand Lotus and Toph The First Metalbender also have their own decks, but they are being built and tuned to be a tier stronger than Aang and Zuko.\n\nOh, and this deck is 100% non-foil and fully bordered, I just wanted it to look like a deck full of Magic cards. So if you're wondering why cards like Mai and Zuko or Sokka's Charge are being omitted. That's why \n\n"},{"attributes":{"bold":true},"insert":"Ability Doubler Interaction Clarification:"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"-Will_29"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"Yes, that's how it goes."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"When Aang attacks, his Firebending 2 ability triggers; Katara causes it to trigger twice. And because you Firebended (Firebent?) twice, Aang's draw ability would trigger twice, instead triggering four times, again thanks to Katara.\""},{"insert":"\nSite: Reddit\n\nSo swing Aang draw 4\nThis will also work with Annie Joins Up and Roaming Throne\nIf you add Toph, then every spell you cast will also draw 4\nWith 2 ability doublers you'll be drawing 9\n\n"}]}



















































































