Flarezen
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Commander
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{"ops":[{"insert":"This is a bracket/rule 0 deck built around "},{"insert":{"card-link":"The Beleaguered Boxer"}},{"insert":" . This deck was built out of 99 basic lands: 19 swamps, forests, mountains, plains, islands, and 4 wastes.\n\nAt the start of the game, I shuffle a set of booster packs. When "},{"insert":{"card-link":"The Beleaguered Boxer"}},{"insert":" enters the battlefield, I roll a die and use the selected pack for its trigger. If I roll max on the dice, I'll select a random collector booster pack using the same rules.\n\nHow to play:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis deck doesn't have any kind of wincon aside from hitting opponents with the commander. The deck will evolve over time and much of the fun I've experienced comes from having to pick up to 3 cards to add to the deck. \n\nWhen first building it, it'll be focused around pulling lands out at an equal amount in order to meet the WUBRG costs necessary to cast the commander and it'll get more interesting when most of the non-land slots have been filled.\n\nIt's been interesting to open the pack and have to decide on taking the second rare, a removal spell, or the tapped dual land. Color fixing will be important as the deck evolves.\n\nIt also creates interesting play patterns where you'll pick a removal spell from a pack in order to remove a threat, then in the next pack, take out the removal spell you used from the graveyard for another card because it served its purpose.\n\nThe deck is also an interesting way to open booster packs and support my LGS. A lot of random commons and uncommons get picked and added just because they do more than some of the rares and mythics. So the deck naturally ends up including a lot of normally unused cards. \n\nPack List:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Outlaws of Thunder Junction"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Duskmourn"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tarkir Dragonstorm"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bloomburrow"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Foundations"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Secrets of Strixhaven"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Avatar: The last airbender"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Murders at Karlov Manor"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Lowryn Eclipsed"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nCollector Pack List:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Adventures in the Forgotten Realms"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Lorwyn Eclipsed"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tarkir: Dragonstorm"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Unfinity"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Zendikar Rising"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"}]}
The Beleaguered Boxer
The Beleaguered Boxer can't be your Commander unless your deck is 100 cards and originally built out of no more than 36 booster packs, plus basic lands.
When The Beleaguered Boxer enters the battlefield, open a Magic booster pack. Remove up to three cards in your hand or graveyard from your deck permanently. For each card removed this way, add a card from that pack to your hand. Those cards are now permanently part of your deck.
When The Beleaguered Boxer enters the battlefield, open a Magic booster pack. Remove up to three cards in your hand or graveyard from your deck permanently. For each card removed this way, add a card from that pack to your hand. Those cards are now permanently part of your deck.
Legendary Creature - Human Warrior

Commander
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Fecund Greenshell
Reach
As long as you control ten or more lands, creatures you control get +2/+2.
Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
As long as you control ten or more lands, creatures you control get +2/+2.
Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
Creature - Elemental Turtle

Mardu Siegebreaker
Deathtouch, haste
When this creature enters, exile up to one other target creature you control until this creature leaves the battlefield.
Whenever this creature attacks, for each opponent, create a tapped token that's a copy of the exiled card attacking that opponent. At the beginning of your next end step, sacrifice those tokens.
When this creature enters, exile up to one other target creature you control until this creature leaves the battlefield.
Whenever this creature attacks, for each opponent, create a tapped token that's a copy of the exiled card attacking that opponent. At the beginning of your next end step, sacrifice those tokens.
Creature - Human Warrior

Bomb
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Disruption - Targeted
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Subterfuge
When this creature enters, target creature gains flying and "Whenever this creature deals combat damage to a player, draw that many cards" until end of turn.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Elemental Incarnation

Draw
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Land
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Case of the Locked Hothouse
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment - Case

Landfall
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Protection
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Ramp
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Random
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Recursion
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The Cackling Contender
The Cackling Contender can be your commander only if your deck was built from no more than 36 booster packs plus basic lands.
When The Cackling Contender enters, open a Magic booster pack. You may permanently remove up to three cards from your hand and/or graveyard from your deck. For each card removed this way, put a card from that booster pack into your hand. Cards put into your hand this way are permanently added to your deck.
When The Cackling Contender enters, open a Magic booster pack. You may permanently remove up to three cards from your hand and/or graveyard from your deck. For each card removed this way, put a card from that booster pack into your hand. Cards put into your hand this way are permanently added to your deck.
Legendary Creature - Jackal Warrior
6 / 6
Custom Alter
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Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer

Winnowing
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.)
For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control.
For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control.
Sorcery

Passed Cards
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Removed
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Deck Info
Deck stats
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Deck extras (0)
Description
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