aalongi
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Commander
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{"ops":[{"insert":"This deck features a well-known combo between "},{"insert":{"card-link":"Axebane Guardian"}},{"insert":" and "},{"insert":{"card-link":"High Alert"}},{"insert":" (and at least four other defenders) to generate as much mana as you wish. What you do with that mana is up to you but I recommend pushing the aggros aspect of the deck; there are no “infinite turns/damage” cards in the deck so you’re really just pushing to make mana a non-concern for each of your remaining turns until the end of the game, which we hope will be soon. Perhaps you’ll use some of that mana to make "},{"insert":{"card-link":"Colossus of Akros"}},{"insert":" monstrous; or to activate "},{"insert":{"card-link":"The Pride of Hull Clade"}},{"insert":" , or to cast an unreasonably large "},{"insert":{"card-link":"Wargate"}},{"insert":" (you top out at X=10), or to cast ten successive defenders in a row because you’ve been preparing for this moment. If you’re lucky enough to have "},{"insert":{"card-link":"Assault Formation"}},{"insert":" , you can turn a single unblocked attacker into a lethal proposition. \n\nOtherwise, the deck works the way all defender decks work: big butts do big damage. There’s only one card in there that I would suspect is genuinely unexpected, and that would be "},{"insert":{"card-link":"Mirrorweave"}},{"insert":" . This is an old school gem that can turn every snarling demon and glorious angel in an opponent’s assaulting army into a useless (and tapped if you time it correctly)"},{"insert":{"card-link":"Walking Bulwark"}},{"insert":" . Or perhaps you use it on your own combat to turn your smaller attackers into an array of Colossi of Akros. Just keep the “non-legendary” target in mind; you can’t use it to force the legend rule on someone else (and unfortunately there can only be one attacking "},{"insert":{"card-link":"The Walls of Ba Sing Se"}},{"insert":" ). \n\nThe deck has no use for a graveyard and even its artifacts and enchantments are disposable, so the removal package reflects that."},{"insert":{"card-link":"Krosan Grip"}},{"insert":" may appear questionable to those familiar with my philosophy on 1-for-1 removal; the deck draws enough to offset that issue and needs an occasional answer to some grotesque combos (e.g., life drain). If you’re not facing that, it’s generally useless and disposable.\n\nStandard strategic approach notes and disclaimer(s) for all my decks:\nI generally aim for high synergy, short of optimization. (Tier 3+, if you track that sort of thing.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I like games that last 8-12 turns and aim to demonstrate the deck’s synergy within that timeframe."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I prefer to win but don’t relentlessly pursue that goal, because I am an adult who enjoys playing games with friends. So you’ll occasionally see silly cards. Enjoy them!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I do not want to bore my friends, so my goal is to have NO non-land card in more than 3-4 decks. If you’re wondering why a certain “obvious staple” isn’t in this deck list, that’s probably why."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I’m continuously updating (each deck gets a look at newer cards every six months) so of course there may be changes around the margins. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThanks for checking out my deck(s). Peace.\n\nAnthony Alongi\nProgenitor of Multiplayer Magic Content Creation\nFormer Columnist for Wizards of the Coast, StarCity Games, The Dojo\nFormer Podcaster (Elder Dragon Statesmen) with the Late, Great Sheldon Menery\n\n"}]}
Commander
Arcades, the Strategist
Flying, vigilance
Whenever a creature you control with defender enters, draw a card.
Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
Whenever a creature you control with defender enters, draw a card.
Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
Legendary Creature - Elder Dragon

Commander
(CTRL to add secondary)
Defenders Defending Defenders
Defenders Defending Defenders
(CTRL to add secondary)
Defenders Developing Defenders
Defenders Developing Defenders
(CTRL to add secondary)
Defenders Dilly-Dallying
Defenders Dilly-Dallying
(CTRL to add secondary)
Defenders Dodging Defenses
Wingmantle Chaplain
Defender
When this creature enters, create a 1/1 white Bird creature token with flying for each creature with defender you control.
Whenever another creature you control with defender enters, create a 1/1 white Bird creature token with flying.
When this creature enters, create a 1/1 white Bird creature token with flying for each creature with defender you control.
Whenever another creature you control with defender enters, create a 1/1 white Bird creature token with flying.
Creature - Human Cleric

Defenders Dodging Defenses
(CTRL to add secondary)
Defenders Drawing Defenders
The Pride of Hull Clade
This spell costs less to cast, where X is the total toughness of creatures you control.
Defender
: Until end of turn, target creature you control gets +1/+0, gains "Whenever this creature deals combat damage to a player, draw cards equal to its toughness," and can attack as though it didn't have defender.
Defender
: Until end of turn, target creature you control gets +1/+0, gains "Whenever this creature deals combat damage to a player, draw cards equal to its toughness," and can attack as though it didn't have defender.
Legendary Creature - Turtle Crocodile Elk

Defenders Drawing Defenders
(CTRL to add secondary)
Defenses (Non-Defender)
Defenses (Non-Defender)
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Neither Defenders nor Removal
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

Rigo, Streetwise Mentor
Rigo enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Whenever you attack a player or planeswalker with one or more creatures with power 1 or less, draw a card.
Whenever you attack a player or planeswalker with one or more creatures with power 1 or less, draw a card.
Legendary Creature - Cat Citizen

Neither Defenders nor Removal
(CTRL to add secondary)
Removal
Oko, Thief of Crowns
+2: Create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
+1: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3.
−5: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.
+1: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3.
−5: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.
Legendary Planeswalker - Oko

Removal
(CTRL to add secondary)
Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"This deck features a well-known combo between "},{"insert":{"card-link":"Axebane Guardian"}},{"insert":" and "},{"insert":{"card-link":"High Alert"}},{"insert":" (and at least four other defenders) to generate as much mana as you wish. What you do with that mana is up to you but I recommend pushing the aggros aspect of the deck; there are no “infinite turns/damage” cards in the deck so you’re really just pushing to make mana a non-concern for each of your remaining turns until the end of the game, which we hope will be soon. Perhaps you’ll use some of that mana to make "},{"insert":{"card-link":"Colossus of Akros"}},{"insert":" monstrous; or to activate "},{"insert":{"card-link":"The Pride of Hull Clade"}},{"insert":" , or to cast an unreasonably large "},{"insert":{"card-link":"Wargate"}},{"insert":" (you top out at X=10), or to cast ten successive defenders in a row because you’ve been preparing for this moment. If you’re lucky enough to have "},{"insert":{"card-link":"Assault Formation"}},{"insert":" , you can turn a single unblocked attacker into a lethal proposition. \n\nOtherwise, the deck works the way all defender decks work: big butts do big damage. There’s only one card in there that I would suspect is genuinely unexpected, and that would be "},{"insert":{"card-link":"Mirrorweave"}},{"insert":" . This is an old school gem that can turn every snarling demon and glorious angel in an opponent’s assaulting army into a useless (and tapped if you time it correctly)"},{"insert":{"card-link":"Walking Bulwark"}},{"insert":" . Or perhaps you use it on your own combat to turn your smaller attackers into an array of Colossi of Akros. Just keep the “non-legendary” target in mind; you can’t use it to force the legend rule on someone else (and unfortunately there can only be one attacking "},{"insert":{"card-link":"The Walls of Ba Sing Se"}},{"insert":" ). \n\nThe deck has no use for a graveyard and even its artifacts and enchantments are disposable, so the removal package reflects that."},{"insert":{"card-link":"Krosan Grip"}},{"insert":" may appear questionable to those familiar with my philosophy on 1-for-1 removal; the deck draws enough to offset that issue and needs an occasional answer to some grotesque combos (e.g., life drain). If you’re not facing that, it’s generally useless and disposable.\n\nStandard strategic approach notes and disclaimer(s) for all my decks:\nI generally aim for high synergy, short of optimization. (Tier 3+, if you track that sort of thing.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I like games that last 8-12 turns and aim to demonstrate the deck’s synergy within that timeframe."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I prefer to win but don’t relentlessly pursue that goal, because I am an adult who enjoys playing games with friends. So you’ll occasionally see silly cards. Enjoy them!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I do not want to bore my friends, so my goal is to have NO non-land card in more than 3-4 decks. If you’re wondering why a certain “obvious staple” isn’t in this deck list, that’s probably why."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I’m continuously updating (each deck gets a look at newer cards every six months) so of course there may be changes around the margins. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThanks for checking out my deck(s). Peace.\n\nAnthony Alongi\nProgenitor of Multiplayer Magic Content Creation\nFormer Columnist for Wizards of the Coast, StarCity Games, The Dojo\nFormer Podcaster (Elder Dragon Statesmen) with the Late, Great Sheldon Menery\n\n"}]}




















































































