aalongi
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Commander
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{"ops":[{"insert":"Given how hard "},{"insert":{"card-link":"Ghired, Conclave Exile"}},{"insert":" has to work to populate (5 mana + attack), I made a rule for the deck that all tokens must be at least 3/3 tall. (Singular exception for "},{"insert":{"card-link":"Twitching Doll"}},{"insert":" , which is important ramp; and technical exception for the devouring tokens of \"hidden commander\" "},{"insert":{"card-link":"Dragon Broodmother"}},{"insert":" , which we all know aren’t really 1/1.)\n\nThe deck skews slightly expensive as a result but is still smooth with a clear mode at 3cc. Your chances of having a token beyond Ghired’s rhino by the time you attack are excellent, which improves the chances of populating and making the deck work. Key early plays include "},{"insert":{"card-link":"Sandstorm Salvager"}},{"insert":" , "},{"insert":{"card-link":"Call of the Herd"}},{"insert":" , "},{"insert":{"card-link":"Luminarch Ascension"}},{"insert":" , and "},{"insert":{"card-link":"Hammer of Purphoros"}},{"insert":" . The deck can probably find another, better (i.e. more creative) haste enabler in place of "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" , but it’s an old deck and I don’t always think about it when analyzing new cards. I definitely thought about it when I saw "},{"insert":{"card-link":"Calamity, Galloping Inferno"}},{"insert":" , though. Goodness.\n\nThe deck is light on creature removal since it counts on having the nastiest army on the board. It is resilient to board wipes (through giving indestructible with "},{"insert":{"card-link":"Rootborn Defenses"}},{"insert":" or just rebuilding quickly with "},{"insert":{"card-link":"Fresh Meat"}},{"insert":"), and if combat becomes unfavorable it can simply switch to a "},{"insert":{"card-link":"Warstorm Surge"}},{"insert":" angle and burn out whoever’s hiding behind walls.\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
Commander
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3/3 Tokens
Hammers of Moradin
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature attacks, for each opponent, tap up to one target creature that player controls.
Whenever this creature attacks, for each opponent, tap up to one target creature that player controls.
Creature - Cleric Dwarf

3/3 Tokens
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4/4 Tokens
Crashing Footfalls
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Create two 4/4 green Rhino creature tokens with trample.
Create two 4/4 green Rhino creature tokens with trample.
Sorcery

Killer Service
When this enchantment enters, create a number of Food tokens equal to the number of opponents you have. (They're artifacts with ", , Sacrifice this token: You gain 3 life.")
At the beginning of your end step, you may pay and sacrifice a token. If you do, create a 4/4 green Rhino Warrior creature token.
At the beginning of your end step, you may pay and sacrifice a token. If you do, create a 4/4 green Rhino Warrior creature token.
Enchantment

Luminarch Ascension
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.
: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.
Enchantment

Parhelion II
Flying, first strike, vigilance
Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle

4/4 Tokens
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5/5 Tokens
5/5 Tokens
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Adding Tokens
Adding Tokens
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Copy-Sized Tokens
Calamity, Galloping Inferno
Haste
Whenever Calamity attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once.
Saddle 1
Whenever Calamity attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once.
Saddle 1
Legendary Creature - Horse Mount

Jaxis, the Troublemaker
, , Discard a card: Create a token that's a copy of another target creature you control. It gains haste and "When this token dies, draw a card." Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
Legendary Creature - Human Warrior

Mimic Vat
Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with this artifact to its owner's graveyard.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
Artifact

Copy-Sized Tokens
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Draw
Outcaster Trailblazer
When this creature enters, add one mana of any color.
Whenever another creature you control with power 4 or greater enters, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Whenever another creature you control with power 4 or greater enters, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature - Human Druid

Draw
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Land
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Land
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Odd-Sized Tokens
Angel of Sanctions
Flying
When this creature enters, you may exile target nonland permanent an opponent controls until this creature leaves the battlefield.
Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
When this creature enters, you may exile target nonland permanent an opponent controls until this creature leaves the battlefield.
Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
Creature - Angel

Heart-Piercer Manticore
When this creature enters, you may sacrifice another creature. When you do, this creature deals damage equal to that creature's power to any target.
Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Manticore with no mana cost. Embalm only as a sorcery.)
Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Manticore with no mana cost. Embalm only as a sorcery.)
Creature - Manticore

Odd-Sized Tokens
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Utility
Larval Scoutlander
When this Spacecraft enters, you may sacrifice a land or Lander. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Artifact - Spacecraft

Utility
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Given how hard "},{"insert":{"card-link":"Ghired, Conclave Exile"}},{"insert":" has to work to populate (5 mana + attack), I made a rule for the deck that all tokens must be at least 3/3 tall. (Singular exception for "},{"insert":{"card-link":"Twitching Doll"}},{"insert":" , which is important ramp; and technical exception for the devouring tokens of \"hidden commander\" "},{"insert":{"card-link":"Dragon Broodmother"}},{"insert":" , which we all know aren’t really 1/1.)\n\nThe deck skews slightly expensive as a result but is still smooth with a clear mode at 3cc. Your chances of having a token beyond Ghired’s rhino by the time you attack are excellent, which improves the chances of populating and making the deck work. Key early plays include "},{"insert":{"card-link":"Sandstorm Salvager"}},{"insert":" , "},{"insert":{"card-link":"Call of the Herd"}},{"insert":" , "},{"insert":{"card-link":"Luminarch Ascension"}},{"insert":" , and "},{"insert":{"card-link":"Hammer of Purphoros"}},{"insert":" . The deck can probably find another, better (i.e. more creative) haste enabler in place of "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" , but it’s an old deck and I don’t always think about it when analyzing new cards. I definitely thought about it when I saw "},{"insert":{"card-link":"Calamity, Galloping Inferno"}},{"insert":" , though. Goodness.\n\nThe deck is light on creature removal since it counts on having the nastiest army on the board. It is resilient to board wipes (through giving indestructible with "},{"insert":{"card-link":"Rootborn Defenses"}},{"insert":" or just rebuilding quickly with "},{"insert":{"card-link":"Fresh Meat"}},{"insert":"), and if combat becomes unfavorable it can simply switch to a "},{"insert":{"card-link":"Warstorm Surge"}},{"insert":" angle and burn out whoever’s hiding behind walls.\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"}]}
















































































