jagmod
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Commander
Size: 100Salt sum: 38.84
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Commander
Commander
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Anthem
Anthem
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Burn
Burn
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Counters
Counters
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Draw
Solstice Revelations
Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost if the spell's mana value is less than the number of Mountains you control. If you don't cast that card this way, put it into your hand.
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.)
Instant - Lesson

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.
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


Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery

Draw
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Finisher
Blast-Furnace Hellkite
Artifact offering (You may cast this spell as though it had flash by sacrificing an artifact and paying the difference in mana costs between this and the sacrificed artifact. Mana cost includes color.)
Flying, double strike
Creatures attacking your opponents have double strike.
Flying, double strike
Creatures attacking your opponents have double strike.
Creature - Dragon

Finisher
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Land
Land
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Landfall
Landfall
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Protection
Sarkhan the Masterless
Whenever a creature attacks you or a planeswalker you control, each Dragon you control deals 1 damage to that creature.
+1: Until end of turn, each planeswalker you control becomes a 4/4 red Dragon creature and gains flying.
−3: Create a 4/4 red Dragon creature token with flying.
+1: Until end of turn, each planeswalker you control becomes a 4/4 red Dragon creature and gains flying.
−3: Create a 4/4 red Dragon creature token with flying.
Legendary Planeswalker - Sarkhan

Protection
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Ramp
Iroh, Dragon of the West
Haste
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, each creature you control with a counter on it gains firebending 2 until end of turn. (Whenever it attacks, add . This mana lasts until end of combat.)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, each creature you control with a counter on it gains firebending 2 until end of turn. (Whenever it attacks, add . This mana lasts until end of combat.)
Legendary Creature - Human Ally Noble

Sozin's Comet
Each creature you control gains firebending 5 until end of turn. (Whenever it attacks, add . This mana lasts until end of combat.)
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

Ramp
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Removal
Summon: Bahamut
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
Creature Enchantment - Saga Dragon

Removal
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Tokens
Ran and Shaw
Flying, firebending 2
When Ran and Shaw enter, if you cast them and there are three or more Dragon and/or Lesson cards in your graveyard, create a token that's a copy of Ran and Shaw, except it's not legendary.
: Dragons you control get +2/+0 until end of turn.
When Ran and Shaw enter, if you cast them and there are three or more Dragon and/or Lesson cards in your graveyard, create a token that's a copy of Ran and Shaw, except it's not legendary.
: Dragons you control get +2/+0 until end of turn.
Legendary Creature - Dragon

Tokens
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Tutor
Imperial Hellkite
Flying
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, you may search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When this creature is turned face up, you may search your library for a Dragon card, reveal it, put it into your hand, then shuffle.
Creature - Dragon

Tutor
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Have an inside joke with some friends about how Green is a dishonest colour. The term 'honest' became a sarcastic term we would use to describe cards and decks which were salty. We jokingly used to say that Red was the only truly honest color, having none of the insane ramp that Green has and none of the Counterspells or counter nonsense that you tend to find in blue, nor any graveyard or board wipe stuff with black, or even any insane lifegain like you find with white. Red is just aggressive attackers. So to lean into the bit, I decided as a joke I would make a mono-red deck based around a buddy of mine who has an Omnath Locus of Mana deck (similarly banks mana for later turns, but to be honest Green has more cards for insane mana gen and ramping than Red does).\n\nBasically the premise is simple: \nGet Electro out ASAP."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Start banking your red mana"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Put out a bunch of hard hitting Dragons"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Profit"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nA potential loop that can be had is through Aggrevated Assault and sufficient Firebending. It becomes possible to make enough mana through combat, to fund perpetual combat. It's hard to get though, and without any tutors for it, this limits the deck to bracket 3.\n\nHonestly (get it), this is not one of my best decks, but certainly not my worst. It's fun for me at least to feel like rather than screwing over someone else on their turn, I am simply just becoming too powerful to stop.\n"}]}









































































