LunaLana
269 views2 months ago
Commander
Size: 101Salt sum: 28.33
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Artifact
Artifact
(CTRL to add secondary)
Counters
Counters
(CTRL to add secondary)
Creature
Creature
(CTRL to add secondary)
Draw
Sapphire Charm
Choose one —
• Target player draws a card at the beginning of the next turn's upkeep.
• Target creature gains flying until end of turn.
• Target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
• Target player draws a card at the beginning of the next turn's upkeep.
• Target creature gains flying until end of turn.
• Target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
Instant

Draw
(CTRL to add secondary)
Evasion
Evasion
(CTRL to add secondary)
Instant
Instant
(CTRL to add secondary)
Land
Spawning Pool
This land enters tapped.
: Add .
: This land becomes a 1/1 black Skeleton creature with ": Regenerate this creature" until end of turn. It's still a land. (If it regenerates, the next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
: Add .
: This land becomes a 1/1 black Skeleton creature with ": Regenerate this creature" until end of turn. It's still a land. (If it regenerates, the next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Land

Land
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Sac Outlet
Sac Outlet
(CTRL to add secondary)
Sorcery
Sorcery
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Voltron Featuring Only Cards Released During Or Before The Year 2000"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\t\t"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"A Voltron deck from before the creation of equipment to showcase the power of the Lord of Tresserhorn"},{"insert":"\n\n\nThis deck relies on careful use of your Mulligans to work. It's vital to ensure your opening hand has a source of all three colours of mana, whether via lands, rocks, or mana fixing creatures. Ideally you should have at least one creature in your opening hand, but that is a secondary concern. From here you want to ensure that by the start of Turn 4 you have a way of generating four mana, and have two creatures on the field (who can be mana dorks) in order to cast Lord Tresserhorn. Try to give your card draw to someone who you think you can kill before their deck can get going, or to offer hope to someone who missed their land drops because they think 34 is an acceptable number.\n\nOnce Tresserhorn is on the field, you then want to attack any opponent who hasn't got any blockers on the field. As well on turn 5, you want to equip any auras you have in hand. These can allow you to get around any blockers via keywords like trample, flying, or just simply \"can't be blocked\". As well as this, any aura that brings Lord Tresserhorn's power up importantly brings you from three hits to kill someone via commander damage, to two. Some sources of first strike also exist, to let you be blocked (or if needed, block) safely. This threshold encoraging you to only hit someone once until you have a way of increasing your power to 11+ also helps avoid taking anyone out turn 6 and leaving them sat sulking across the table from you. \n\nA mighty and lordly Voltron commander, which is largely immune to blocking, such as this will attract responses from instants and sorceries. This deck has counter spells to prevent that, and keep you from having to pay the annoying extra cost twice. Should any fog effects or other roadblocks limit your progress, there are a few options to bounce such troubles back to the opponent's hand. From there you can either kill them that turn if possible, or counterspell the problem as it re-enters.\n\nA deck as old and decrepit as this isn't without flaws, with a notable weakness to fight spells and burn spells due to lack of shroud in the deck. Should your local meta feature lots of these, you might have better luck swapping out some counter spells for one of the many options present in the era "},{"insert":{"card-link":"Robe of Mirrors"}},{"insert":" \n\n\n"}]}






































































































