367 views28 days ago
Commander
Size: 100Salt sum: 37.98
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Quidestveritas7

367 views28 days ago
Commander
Size: 100Salt sum: 37.98

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{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"Ozai Loves Mana"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"\nOzai is probably my favorite deck at this point and is the most Voltrony commander I play without really being the typical fill the board with equipment or auras one one dude and kill. Ozai's main job is to both be a threat and a mana generator, keeping all the mana you generate or make, while turning it red, is an extremely strong tool in commander and should never be looked down upon in any stage of the game. Ozai has the possibility of coming out turn 4 and ending one person's game with a perfect hand or set of draws right before. I confidently call him bracket 3 and have been told he could be bracket 4, but since the intentions of the deck were bracket 3 that’s where I think he deserves to be. This deck does not have a lot of protection for Ozai, the two main pieces of protection are lightning grieves and his intrinsic indestructible with 6 unspent mana, which isn’t that hard to get to. This little amount of protection does come back to bite you occasionally but if you are doing everything correctly in the deck there are much more potent threats than just Ozai so it makes people have to think about what to use their removal on.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"THE MANA AND THE THINGS YOU USE IT ON"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"\nThis entire deck is extremely cmc heavy and it can’t be understated that if your opening hand doesn’t have a ramp piece you will be waiting a bit before playing anything on board. But if you have even a single piece of good ramp in your hand you will instantly feel farther ahead in mana than you will ever need.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The mana Rocks"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Sol Ring, Arcane Signet, Felwar Stone"},{"insert":", Do I even need to cover these? The only thing with these is that arcane sig and felwar can give you access to black mana which is something you will struggle with in the early game with this deck.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Elevator"},{"insert":". Amazing. I can’t believe that some people don’t like the elevator, it’s a 5 cost for 3 colorless, sure that sucks but once you get to 20 station counters on it it’s over. If someone somehow hasn’t removed it before you get to 20 you should win the game. 20 mana in a single color SHOULD get you ozai out and any other big creature in you hand on the board or even a crackle with power or a fated firepower, it should be game once you start counting mana in the 20s\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Benders Waterskin"},{"insert":". An amazing addition to Ozai once he is out. The ability to get three mana from a turn cycle while not on your turn can’t be understated in this deck. You won’t have to worry about not giving Ozai indestructible on your turn if you have it out. Always just tap it as soon as you can, people will stop staring at Ozai or anything on board and stare at the waterskin.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Glittering Stockpile"},{"insert":". Another amazing card. This is really only in the deck to make sure that Rain of Riches never goes offline. Rain of Riches gives you cascade if any amount of a mana cost is spent with mana from a treasure. And with Glittering Stockpile being a treasure that does not sack you will never run out of one cascade on your turn. It does suck that it can only be triggered once per turn though.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Tempting Contract"},{"insert":". A very funny card in the deck. It can be good if you politic with some people to always take it, some bribery might be needed but getting at least one treasure is better than none.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Pump"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"\nOzai is basically a voltron commander, and as such needs a bit of pumping up to truly be a single turn threat, and what better way to do that than to use some of your hard won mana into some small spells or discounted spells to make everyone really annoyed\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Hard-Won Jitte"},{"insert":". Easy, double strike, who doesn’t love a 2 drop equip 2 only with double strike, easy 14 commander damage. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Improvised Arsenal"},{"insert":". This is truly a throw the closet at them and win artifact. Once again a 2 drop with equip 1 this time, it gives +1/+0 per artifact you control, so it’s already +1 as soon as it’s equipped, but the second ability is where this artifact shines, 4 generic and 1 red to make a copy of the artifact, if you ever get stuck in a spot and don’t know what to do with mana, just start making more gold clubs, at 2 Arsenals you are at +4 and at three you are at +9 and that’s with only the Arsenal on board.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Excalibur"},{"insert":". This is a classic Voltron staple: a 12 cmc card that gets discounted by the cmc of your artifacts, legendaries or sagas, the amount of times I’ve just had a free Excalibur come out is insane. Easy +10/+0 and Vigilance while you can only equip it to legendary creatures it’s not that big of a restriction.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Bulk Up"},{"insert":". The key piece of this deck to win on turn 4. Bulk Up doubles a creature's power at instant speed for only 2 mana. It has flashback for 4 generic and 2 red mana. So at the worst if you have 8 floating red mana you can remove one person from the game with 28 commander damage. But the reason you can win with this on turn 4 is if you copy the spell while you cast it. Ozai has firebending 4 which, when he attacks, gives you 4 red mana which is just enough to play Bulk Up then play Reverberate, which copy’s an instant or sorcery that is being cast. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Fated Firepower"},{"insert":". This card is a wincon. Getting Fated Firepower down is amazing at almost any cost above 5, what I usually aim for is around 10-15 on the X cost. It adds damage onto whatever damage is dealt to enemies so Ozai dealing damage getting pumped by Fated is still commander damage so 14 on the X cost for Fated is a kill.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Avatar Roku, Firebender"},{"insert":". Avatar Roku is annoying to play around for other people if Ozai is out. Anyone attacking gives you a free 6 red mana, easy, quick ramp. But he also has an ability for 3 red mana you can give target creature +3/+0 and it is not a tap ability so you can spend as much as you want into it. I like giving it to other people attacking each other occasionally if they are just trying to get attack triggers and have politiced for no blockers since it’s just a measly little 1/1. All of a sudden getting hit for 10 is just not that cool. It of course also pumps Ozai up but it is so much funnier to do it to other peoples creatures.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Threats Besides Ozai"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Ancient Copper/Brass Dragon"},{"insert":". I have noticed that both of these take up people's attention the same way. Either one of them is just an engine for more annoyance. Copper gives you more mana, while Brass gives you creatures back, not just from your graveyard either. Both of them aren’t legendary either so using the Fire Crystal or Reflection of Kiki-Jiki does give you two of them for a turn.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Etali, Primal Storm."},{"insert":" While not as good as his C/EDH counterpart, having this Dino on the board annoys people to no end when you could just start casting your own stuff at least for free.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Brash Taunter."},{"insert":" An easy blocker for anyone having one big dude on the board but also very useful for a win combo with chain lightning and Fated Firepower. Chain lightning targeting people isn’t that great of an idea since you don’t get to control if it gets copied, but if you target Brash Taunter you can keep going with it until you run out of red mana. And since Fated Firepower increase that damage a source you control deals to an enemy, each time Brash takes damage he will be increasing it towards each opponent you choose to send it at.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Electro, Assaulting Battery."},{"insert":" Electro is a threat to everyone on board. Once you build up a nice little amount of red mana that turns into a nice little bit of damage if someone chooses to remove everything on your board. He pairs well with Kiki-Jiki or Fire Crystal to make a nice little forced removal due to the legend rule.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Pyrohemia."},{"insert":" A classic for red, an anti small guy play and a great way to end the game if you are above everyone in health. This also, of course, pairs well with Fated Firepower to get around bigger dudes or if your life total is less that your opponents since Fated affects only the damage you deal to enemies not yourself.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The True Game Enders"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Crackle With Power."},{"insert":" Normally too expensive for most decks to run with game ending potential. But eight the ability to get to an easy X equals 5 to deal a quick 25 damage to each opponent and if needed to two more sources this is a great win con for this deck.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Aggravated Assault."},{"insert":" Easy, just use Ozai and Fire Nation Place, or Ozai and Avatar Roku, or Ozai and Ancient Copper Dragon, or Ozai and Neheb, or if you have it, Ozai and Avatar Roku from the flip side of The Legend of Avatar Roku. Infinite combats for the small small price of being able to generate one more mana per combat then Ozai comes with naturally. Even if you can’t get pure infinite with generating enough mana per attack to go infinitely you should be able to do more than 3 or 4 in a single turn and if you somehow don’t get stopped by your next turn you definitely win then.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Rest"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"\nOzai is an amazing deck I have been building with cards I find in LGS’ and I know some of the cards definitely aren’t perfect in slot things but that’s what I’ve had and what I think were needed at the time for Ozai. Thanks for reading this ramble of a primer, this is my first time writing one and I hope it’s worth it for you to look at this and run Ozai yourself. Also if you have any suggestions please let me know.\n\n\n\n"}]}

Commander

Qty: 1 Price: $14.99
Ozai, the Phoenix King
Trample, firebending 4, haste
If you would lose unspent mana, that mana becomes red instead.
Ozai has flying and indestructible as long as you have six or more unspent mana.
Legendary Creature - Human Noble
Ozai, the Phoenix King (tla) 335

Commander

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Anthem

Qty: 1 Price: $0.99
Anger
Haste
As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
Creature - Incarnation
Anger (m3c) 208

Anthem

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Artifact

Qty: 2 Price: $43.98
Mjölnir, Hammer of Thor
When Mjölnir enters, it deals 4 damage to up to one target creature.
Double all damage equipped creature would deal.
Equip worthy
(A creature is worthy if it's a legendary non-Villain that's red and/or white.)
, Discard this card: It deals 2 damage to each creature.
Legendary Artifact - Equipment
Mjölnir, Hammer of Thor (msh) 146
The Ten Rings
Your maximum hand size is ten.
At the beginning of your end step, if you have fewer than ten cards in hand, draw cards equal to the difference.
Legendary Artifact
The Ten Rings (msh) 251

Artifact

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Burn

Qty: 1 Price: $1.29
Reckless Fireweaver
Whenever an artifact you control enters, this creature deals 1 damage to each opponent.
Creature - Human Artificer
Reckless Fireweaver (drc) 106

Burn

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Copy

Qty: 3 Price: $15.97
Dualcaster Mage
Flash
When this creature enters, copy target instant or sorcery spell. You may choose new targets for the copy.
Creature - Human Wizard
Dualcaster Mage (spg) 153
Flare of Duplication
You may sacrifice a nontoken red creature rather than pay this spell's mana cost.
Copy target instant or sorcery spell. You may choose new targets for the copy.
Instant
Flare of Duplication (mh3) 119
Reverberate
Copy target instant or sorcery spell. You may choose new targets for the copy.
Instant
Reverberate (m13) 145

Copy

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Creature

Qty: 2 Price: $12.28
Desert Were-Worm
This creature gets +2/+0 for each Mountain you control.
Whenever you attack with creatures with total power 12 or greater for the first time each turn, untap all attacking creatures. After this phase, there is an additional combat phase.
Creature - Dragon Wurm
Desert Were-Worm (hob) 225
Smaug, Wicked Worm
Flying
When Smaug enters, create X tapped Treasure tokens, where X is the number of artifacts your opponents control.
Whenever you cast a spell, if mana from a Treasure was spent to cast it, you draw a card and lose 1 life.
Legendary Creature - Dragon
Smaug, Wicked Worm (hob) 245

Creature

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Draw

Qty: 4 Price: $21.52
Risky Shortcut
Draw two cards. Each player loses 2 life.
Sorcery
Risky Shortcut (dft) 103
The Legend of Roku
(As this Saga enters and after your draw step, add a lore counter.)
I — Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
II — Add one mana of any color.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga
The Legend of Roku // Avatar Roku (tla) 145The Legend of Roku // Avatar Roku (tla) 145
Thrill of Possibility
As an additional cost to cast this spell, discard a card.
Draw two cards.
Instant
Thrill of Possibility (dmu) 148
Unexpected Windfall
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Unexpected Windfall (afr) 164

Draw

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Finisher

Qty: 4 Price: $73.96
Aggravated Assault
: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate only as a sorcery.
Enchantment
Aggravated Assault (ons) 185
Bulk Up
Double target creature's power until end of turn.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Bulk Up (soa) 170
Crackle with Power
Crackle with Power deals five times X damage to each of up to X targets.
Sorcery
Crackle with Power (soa) 42
Fated Firepower
Flash
This enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
Enchantment
Fated Firepower (tla) 132

Finisher

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Free Casts

Qty: 4 Price: $27.82
Breaching Dragonstorm
When this enchantment enters, exile cards from the top of your library until you exile a nonland card. You may cast it without paying its mana cost if that spell's mana value is 8 or less. If you don't, put that card into your hand.
When a Dragon you control enters, return this enchantment to its owner's hand.
Enchantment
Breaching Dragonstorm (tdm) 101
Dragonhawk, Fate's Tempest
Flying
Whenever Dragonhawk enters or attacks, exile the top X cards of your library, where X is the number of creatures you control with power 4 or greater. You may play those cards until your next end step. At the beginning of your next end step, Dragonhawk deals 2 damage to each opponent for each of those cards that are still exiled.
Legendary Creature - Dragon Bird
Dragonhawk, Fate's Tempest (blb) 132
Etali, Primal Storm
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
Legendary Creature - Elder Dinosaur
Etali, Primal Storm (fdn) 329
Rain of Riches
When this enchantment enters, create two Treasure tokens.
The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Enchantment
Rain of Riches (blc) 200

Free Casts

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Land

Qty: 35 Price: $35.41
Bloodfell Caves
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Bloodfell Caves (dft) 251
Fire Nation Palace
This land enters tapped unless you control a basic land.
: Add
.
,
: Target creature you control gains firebending 4 until end of turn. (Whenever it attacks, add
. This mana lasts until end of combat.)
Land
Fire Nation Palace (tla) 268
Graven Cairns
: Add
.
,
: Add
,
, or
.
Land
Graven Cairns (fic) 401
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (tmp) 345
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (m21) 312
Rakdos Carnarium
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Rakdos Carnarium (clu) 243
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (fdn) 264
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (dft) 283
Temple of Malice
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Malice (fdn) 701

Land

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Protection

Qty: 3 Price: $120.47
Brash Taunter
Indestructible
Whenever this creature is dealt damage, it deals that much damage to target opponent.
,
: This creature fights another target creature.
Creature - Goblin
Brash Taunter (m21) 133
Deflecting Swat
If you control a commander, you may cast this spell without paying its mana cost.
You may choose new targets for target spell or ability.
Instant
Deflecting Swat (cmm) 214
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (tdc) 102

Protection

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Pump

Qty: 5 Price: $62.67
Aettir and Priwen
Equipped creature has base power and toughness X/X, where X is your life total.
Equip
Legendary Artifact - Equipment
Aettir and Priwen (fin) 350
Excalibur, Sword of Eden
This spell costs
less to cast, where X is the total mana value of historic permanents you control. (Artifacts, legendaries, and Sagas are historic.)
Equipped creature gets +10/+0 and has vigilance.
Equip legendary creature
Legendary Artifact - Equipment
Excalibur, Sword of Eden (acr) 72
Hard-Won Jitte
Equipped creature has double strike.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Hard-Won Jitte (tmt) 91
Rover Blades
Double strike
Equipped creature has double strike.
Equip

Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn. Creatures can't be attached to other permanents.)
Artifact - Equipment Vehicle
Rover Blades (dft) 331
Two-Handed Axe
Whenever equipped creature attacks, double its power until end of turn.
Equip
Artifact - Equipment
Two-Handed Axe // Sweeping Cleave (clb) 203

Pump

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Ramp

Qty: 20 Price: $440.10
Ancient Copper Dragon
Flying
Whenever this creature deals combat damage to a player, roll a d20. You create a number of Treasure tokens equal to the result.
Creature - Elder Dragon
Ancient Copper Dragon (clb) 161
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (tdc) 105
Atsushi, the Blazing Sky
Flying, trample
When Atsushi dies, choose one —
• Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
• Create three Treasure tokens.
Legendary Creature - Dragon Spirit
Atsushi, the Blazing Sky (tdc) 204
Avatar Roku, Firebender
Whenever a player attacks, add six
. Until end of combat, you don't lose this mana as steps end.
: Target creature gets +3/+0 until end of turn.
Legendary Creature - Human Avatar
Avatar Roku, Firebender (tle) 112
Bender's Waterskin
Untap this artifact during each other player's untap step.
: Add one mana of any color.
Artifact
Bender's Waterskin (tla) 255
Chandra, Dressed to Kill
+1: Add
. Chandra deals 1 damage to up to one target player or planeswalker.
+1: Exile the top card of your library. If it's red, you may cast it this turn.
−7: Exile the top five cards of your library. You may cast red spells from among them this turn. You get an emblem with "Whenever you cast a red spell, this emblem deals X damage to any target, where X is the amount of mana spent to cast that spell."
Legendary Planeswalker - Chandra
Chandra, Dressed to Kill (vow) 279
Dark Ritual
Add
.
Instant
Dark Ritual (sta) 89
Electro, Assaulting Battery
Flying
You don't lose unspent red mana as steps and phases end.
Whenever you cast an instant or sorcery spell, add
.
When Electro leaves the battlefield, you may pay
. When you do, he deals X damage to target player.
Legendary Creature - Human Villain
Electro, Assaulting Battery (spm) 76
Fable of the Mirror-Breaker
(As this Saga enters and after your draw step, add a lore counter.)
I — Create a 2/2 red Goblin Shaman creature token with "Whenever this token attacks, create a Treasure token."
II — You may discard up to two cards. If you do, draw that many cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga
Fable of the Mirror-Breaker // Reflection of Kiki-Jiki (neo) 141Fable of the Mirror-Breaker // Reflection of Kiki-Jiki (neo) 141
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (tdc) 318
Glittering Stockpile
: Add
. Put a stash counter on this artifact.
, Sacrifice this artifact: Add X mana of any one color, where X is the number of stash counters on this artifact.
Artifact - Treasure
Glittering Stockpile (otc) 167
Goldspan Dragon
Flying, haste
Whenever this creature attacks or becomes the target of a spell, create a Treasure token.
Treasures you control have "
, Sacrifice this artifact: Add two mana of any one color."
Creature - Dragon
Goldspan Dragon (m3c) 212
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
Mana Geyser
Add
for each tapped land your opponents control.
Sorcery
Mana Geyser (5dn) 75
Neheb, the Eternal
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.)
At the beginning of each of your postcombat main phases, add
for each 1 life your opponents have lost this turn.
Legendary Creature - Warrior Minotaur Zombie
Neheb, the Eternal (cmm) 678
Ruby Medallion
Red spells you cast cost
less to cast.
Artifact
Ruby Medallion (mh3) 348
Sol Ring
: Add
.
Artifact
Sol Ring (tdc) 106
The Eternity Elevator
: Add
.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ |
: Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Legendary Artifact - Spacecraft
The Eternity Elevator (peoe) 241p
The Fire Crystal
Red spells you cast cost
less to cast.
Creatures you control have haste.
,
: Create a token that's a copy of target creature you control. Sacrifice it at the beginning of the next end step.
Legendary Artifact
The Fire Crystal (fin) 337
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

Ramp

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Recursion

Qty: 2 Price: $1.64
Invoke Calamity
You may cast up to two instant and/or sorcery spells with total mana value 6 or less from your graveyard and/or hand without paying their mana costs. If those spells would be put into your graveyard, exile them instead. Exile Invoke Calamity.
Instant
Invoke Calamity (neo) 147
Macabre Waltz
Return up to two target creature cards from your graveyard to your hand, then discard a card.
Sorcery
Macabre Waltz (fdn) 177

Recursion

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Removal

Qty: 10 Price: $47.56
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (tdc) 207
Chain Lightning
Chain Lightning deals 3 damage to any target. Then that player or that permanent's controller may pay
. If the player does, they may copy this spell and may choose a new target for that copy.
Sorcery
Chain Lightning (ema) 123
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (tdc) 208
Fireball
This spell costs
more to cast for each target beyond the first.
Fireball deals X damage divided evenly, rounded down, among any number of targets.
Sorcery
Fireball (clb) 397
Hellkite Tyrant
Flying, trample
Whenever this creature deals combat damage to a player, gain control of all artifacts that player controls.
At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
Creature - Dragon
Hellkite Tyrant (rvr) 111
Lightning Bolt
Lightning Bolt deals 3 damage to any target.
Instant
Lightning Bolt (pf19) 1
Pyrohemia
At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment.
: This enchantment deals 1 damage to each creature and each player.
Enchantment
Pyrohemia (plst) PLC-119
Rakdos Charm
Choose one —
• Exile target player's graveyard.
• Destroy target artifact.
• Each creature deals 1 damage to its controller.
Instant
Rakdos Charm (eoc) 125
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) 314
Vandalblast
Destroy target artifact you don't control.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Vandalblast (cmm) 646

Removal

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Tutor

Qty: 3 Price: $48.67
Grim Servant
Menace
When this creature enters, search your library for a card with mana value less than or equal to your devotion to black, reveal it, put it into your hand, then shuffle. You lose 3 life. (Each
in the mana costs of permanents you control counts toward your devotion to black.)
Creature - Zombie Warlock
Grim Servant (mh3) 409
Grim Tutor
Search your library for a card, put that card into your hand, then shuffle. You lose 3 life.
Sorcery
Grim Tutor (spg) 76
Imperial Recruiter
When this creature enters, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Advisor
Imperial Recruiter (mh2) 281

Tutor

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Qty: 1 Price: $11.99
Fire Nation Turret
At the beginning of combat on your turn, up to one target creature gets +2/+0 and gains firebending 2 until end of turn.
: Put a charge counter on this artifact.
Remove fifty charge counters from this artifact: It deals 50 damage to any target.
Artifact
Fire Nation Turret (tle) 64

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
0 mana - 8 cards
10 pips - 8 cards
28 mana - 23 cards
78 pips - 49 cards
51 mana - 39 cards
0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
7 mana - 4 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"Ozai Loves Mana"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"\nOzai is probably my favorite deck at this point and is the most Voltrony commander I play without really being the typical fill the board with equipment or auras one one dude and kill. Ozai's main job is to both be a threat and a mana generator, keeping all the mana you generate or make, while turning it red, is an extremely strong tool in commander and should never be looked down upon in any stage of the game. Ozai has the possibility of coming out turn 4 and ending one person's game with a perfect hand or set of draws right before. I confidently call him bracket 3 and have been told he could be bracket 4, but since the intentions of the deck were bracket 3 that’s where I think he deserves to be. This deck does not have a lot of protection for Ozai, the two main pieces of protection are lightning grieves and his intrinsic indestructible with 6 unspent mana, which isn’t that hard to get to. This little amount of protection does come back to bite you occasionally but if you are doing everything correctly in the deck there are much more potent threats than just Ozai so it makes people have to think about what to use their removal on.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"THE MANA AND THE THINGS YOU USE IT ON"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"\nThis entire deck is extremely cmc heavy and it can’t be understated that if your opening hand doesn’t have a ramp piece you will be waiting a bit before playing anything on board. But if you have even a single piece of good ramp in your hand you will instantly feel farther ahead in mana than you will ever need.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The mana Rocks"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Sol Ring, Arcane Signet, Felwar Stone"},{"insert":", Do I even need to cover these? The only thing with these is that arcane sig and felwar can give you access to black mana which is something you will struggle with in the early game with this deck.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Elevator"},{"insert":". Amazing. I can’t believe that some people don’t like the elevator, it’s a 5 cost for 3 colorless, sure that sucks but once you get to 20 station counters on it it’s over. If someone somehow hasn’t removed it before you get to 20 you should win the game. 20 mana in a single color SHOULD get you ozai out and any other big creature in you hand on the board or even a crackle with power or a fated firepower, it should be game once you start counting mana in the 20s\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Benders Waterskin"},{"insert":". An amazing addition to Ozai once he is out. The ability to get three mana from a turn cycle while not on your turn can’t be understated in this deck. You won’t have to worry about not giving Ozai indestructible on your turn if you have it out. Always just tap it as soon as you can, people will stop staring at Ozai or anything on board and stare at the waterskin.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Glittering Stockpile"},{"insert":". Another amazing card. This is really only in the deck to make sure that Rain of Riches never goes offline. Rain of Riches gives you cascade if any amount of a mana cost is spent with mana from a treasure. And with Glittering Stockpile being a treasure that does not sack you will never run out of one cascade on your turn. It does suck that it can only be triggered once per turn though.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Tempting Contract"},{"insert":". A very funny card in the deck. It can be good if you politic with some people to always take it, some bribery might be needed but getting at least one treasure is better than none.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Pump"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"\nOzai is basically a voltron commander, and as such needs a bit of pumping up to truly be a single turn threat, and what better way to do that than to use some of your hard won mana into some small spells or discounted spells to make everyone really annoyed\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Hard-Won Jitte"},{"insert":". Easy, double strike, who doesn’t love a 2 drop equip 2 only with double strike, easy 14 commander damage. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Improvised Arsenal"},{"insert":". This is truly a throw the closet at them and win artifact. Once again a 2 drop with equip 1 this time, it gives +1/+0 per artifact you control, so it’s already +1 as soon as it’s equipped, but the second ability is where this artifact shines, 4 generic and 1 red to make a copy of the artifact, if you ever get stuck in a spot and don’t know what to do with mana, just start making more gold clubs, at 2 Arsenals you are at +4 and at three you are at +9 and that’s with only the Arsenal on board.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Excalibur"},{"insert":". This is a classic Voltron staple: a 12 cmc card that gets discounted by the cmc of your artifacts, legendaries or sagas, the amount of times I’ve just had a free Excalibur come out is insane. Easy +10/+0 and Vigilance while you can only equip it to legendary creatures it’s not that big of a restriction.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Bulk Up"},{"insert":". The key piece of this deck to win on turn 4. Bulk Up doubles a creature's power at instant speed for only 2 mana. It has flashback for 4 generic and 2 red mana. So at the worst if you have 8 floating red mana you can remove one person from the game with 28 commander damage. But the reason you can win with this on turn 4 is if you copy the spell while you cast it. Ozai has firebending 4 which, when he attacks, gives you 4 red mana which is just enough to play Bulk Up then play Reverberate, which copy’s an instant or sorcery that is being cast. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Fated Firepower"},{"insert":". This card is a wincon. Getting Fated Firepower down is amazing at almost any cost above 5, what I usually aim for is around 10-15 on the X cost. It adds damage onto whatever damage is dealt to enemies so Ozai dealing damage getting pumped by Fated is still commander damage so 14 on the X cost for Fated is a kill.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Avatar Roku, Firebender"},{"insert":". Avatar Roku is annoying to play around for other people if Ozai is out. Anyone attacking gives you a free 6 red mana, easy, quick ramp. But he also has an ability for 3 red mana you can give target creature +3/+0 and it is not a tap ability so you can spend as much as you want into it. I like giving it to other people attacking each other occasionally if they are just trying to get attack triggers and have politiced for no blockers since it’s just a measly little 1/1. All of a sudden getting hit for 10 is just not that cool. It of course also pumps Ozai up but it is so much funnier to do it to other peoples creatures.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Threats Besides Ozai"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Ancient Copper/Brass Dragon"},{"insert":". I have noticed that both of these take up people's attention the same way. Either one of them is just an engine for more annoyance. Copper gives you more mana, while Brass gives you creatures back, not just from your graveyard either. Both of them aren’t legendary either so using the Fire Crystal or Reflection of Kiki-Jiki does give you two of them for a turn.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Etali, Primal Storm."},{"insert":" While not as good as his C/EDH counterpart, having this Dino on the board annoys people to no end when you could just start casting your own stuff at least for free.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Brash Taunter."},{"insert":" An easy blocker for anyone having one big dude on the board but also very useful for a win combo with chain lightning and Fated Firepower. Chain lightning targeting people isn’t that great of an idea since you don’t get to control if it gets copied, but if you target Brash Taunter you can keep going with it until you run out of red mana. And since Fated Firepower increase that damage a source you control deals to an enemy, each time Brash takes damage he will be increasing it towards each opponent you choose to send it at.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Electro, Assaulting Battery."},{"insert":" Electro is a threat to everyone on board. Once you build up a nice little amount of red mana that turns into a nice little bit of damage if someone chooses to remove everything on your board. He pairs well with Kiki-Jiki or Fire Crystal to make a nice little forced removal due to the legend rule.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Pyrohemia."},{"insert":" A classic for red, an anti small guy play and a great way to end the game if you are above everyone in health. This also, of course, pairs well with Fated Firepower to get around bigger dudes or if your life total is less that your opponents since Fated affects only the damage you deal to enemies not yourself.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The True Game Enders"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Crackle With Power."},{"insert":" Normally too expensive for most decks to run with game ending potential. But eight the ability to get to an easy X equals 5 to deal a quick 25 damage to each opponent and if needed to two more sources this is a great win con for this deck.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Aggravated Assault."},{"insert":" Easy, just use Ozai and Fire Nation Place, or Ozai and Avatar Roku, or Ozai and Ancient Copper Dragon, or Ozai and Neheb, or if you have it, Ozai and Avatar Roku from the flip side of The Legend of Avatar Roku. Infinite combats for the small small price of being able to generate one more mana per combat then Ozai comes with naturally. Even if you can’t get pure infinite with generating enough mana per attack to go infinitely you should be able to do more than 3 or 4 in a single turn and if you somehow don’t get stopped by your next turn you definitely win then.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Rest"},{"attributes":{"align":"center"},"insert":"\n"},{"insert":"\nOzai is an amazing deck I have been building with cards I find in LGS’ and I know some of the cards definitely aren’t perfect in slot things but that’s what I’ve had and what I think were needed at the time for Ozai. Thanks for reading this ramble of a primer, this is my first time writing one and I hope it’s worth it for you to look at this and run Ozai yourself. Also if you have any suggestions please let me know.\n\n\n\n"}]}
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