Trotsky2112
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Commander
Size: 100Salt sum: 45.99
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Anthem
Anthem
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Bounce
Bounce
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Burn
Collective Inferno
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
As this enchantment enters, choose a creature type.
Double all damage that sources you control of the chosen type would deal.
As this enchantment enters, choose a creature type.
Double all damage that sources you control of the chosen type would deal.
Enchantment

Burn
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Copy
Copy
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Counters
Thundering Raiju
Haste
Whenever this creature attacks, put a +1/+1 counter on target creature you control. Then this creature deals X damage to each opponent, where X is the number of modified creatures you control other than this creature. (Equipment, Auras you control, and counters are modifications.)
Whenever this creature attacks, put a +1/+1 counter on target creature you control. Then this creature deals X damage to each opponent, where X is the number of modified creatures you control other than this creature. (Equipment, Auras you control, and counters are modifications.)
Creature - Spirit

Counters
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Draw
Brass's Tunnel-Grinder
When Brass's Tunnel-Grinder enters, discard any number of cards, then draw that many cards plus one.
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
Legendary Artifact


Kami of Celebration
Whenever a modified creature you control attacks, exile the top card of your library. You may play that card this turn. (Equipment, Auras you control, and counters are modifications.)
Whenever you cast a spell from exile, put a +1/+1 counter on target creature you control.
Whenever you cast a spell from exile, put a +1/+1 counter on target creature you control.
Creature - Spirit

Seize the Spotlight
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
Sorcery

Tersa Lightshatter
Haste
When Tersa Lightshatter enters, discard up to two cards, then draw that many cards.
Whenever Tersa Lightshatter attacks, if there are seven or more cards in your graveyard, exile a card at random from your graveyard. You may play that card this turn.
When Tersa Lightshatter enters, discard up to two cards, then draw that many cards.
Whenever Tersa Lightshatter attacks, if there are seven or more cards in your graveyard, exile a card at random from your graveyard. You may play that card this turn.
Legendary Creature - Wizard Orc

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Draw
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Land
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Protection
Protection
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Ramp
Through the Breach
You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice that creature at the beginning of the next end step.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Ramp
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Recursion
Advanced Reconstruction
(Gain the next level as a sorcery to add its ability.)
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
Enchantment - Class

Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Recursion
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Removal
Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Vengeful Ancestor
Flying
Whenever this creature enters or attacks, goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever a goaded creature attacks, it deals 1 damage to its controller.
Whenever this creature enters or attacks, goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever a goaded creature attacks, it deals 1 damage to its controller.
Creature - Dragon Spirit

Removal
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Theft
Theft
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Tokens
Tokens
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Tutor
Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Tribal and theft don't often go together. That's where "},{"insert":{"card-link":"Skyfire Kirin"}},{"insert":" comes in! One of a cycle of kirins that trigger off of playing spirit or arcane spells - both of which are staples of Kamigawa - this particular commander turns every creature we cast into a theft spell! \n\nOr... almost every creature. While there are a surprising number of red spirits in magic (67 in total), their abilities are somewhat disparate. Lorehold, from Strixhaven, gives us a few red spirits that care about things leaving the graveyard, and spirits from kamigawa mostly like to sacrifice and discard themselves. As such, it's difficult to settle on a single theme. We could use "},{"insert":{"card-link":"Maskwood Nexus"}},{"insert":" to widen our gaze, but that wouldn't make for much of a tribal deck, now would it? So, we're sticking to mostly spirits, with a few changelings thrown in. One thing that's missing from our commander's theft effect. however, is haste - many creatures that gain control of another creature (for example "},{"insert":{"card-link":"Infernal Captor"}},{"insert":" ) give the second creature haste so you can use it. As such, we need to include a few anthem affects such as "},{"insert":{"card-link":"Mass Hysteria"}},{"insert":" and "},{"insert":{"card-link":"Rising of the Day"}},{"insert":" to give our stolen creatures haste so we can actually use them. \n\nThe spirits themselves fill a variety of roles, which is nice. "},{"insert":{"card-link":"Simian Spirit Guide"}},{"insert":" and "},{"insert":{"card-link":"Relic Retriever"}},{"insert":" provide ramp, "},{"insert":{"card-link":"Kami of Celebration"}},{"insert":" , "},{"insert":{"card-link":"Charging Strifeknight"}},{"insert":" , and "},{"insert":{"card-link":"Laelia, the Blade Reforged"}},{"insert":" give us some of red's signature impulse draw. "},{"insert":{"card-link":"Vengeful Ancestor"}},{"insert":" and "},{"insert":{"card-link":"Hearth Kami"}},{"insert":" can mess with our opponents. Unfortunately, for all the good lorehold does for recursion in mono red, there are no spirits with useful recursion abilites. As such, we have to rely on "},{"insert":{"card-link":"Advanced Reconstruction"}},{"insert":" , "},{"insert":{"card-link":"Tablet of Discovery"}},{"insert":" , "},{"insert":{"card-link":"Barkform Harvester"}},{"insert":" , and "},{"insert":{"card-link":"Underworld Breach"}},{"insert":". \n\nUltimately, like any theft deck, victory will depend on what our opponents have available to steal, and whether or not we have the tools to take it. Our commander's theft ability is based on mana value, which means we need a pretty even spread of spirits. Most of our spirits are CMC3 or below, so if we're going to steal anything, it will probably be a combo piece, and not a high-value beater. "},{"insert":{"card-link":"Progenitor's Icon"}},{"insert":" helps us with this, as it allows us to cast spirits with flash once per turn cycle, which could be vital in stopping another player's win attempt.\n\nStealing our opponents' creatures, while annoying for them, usually won't get us closer to winning, although they might net us some value here and there. We can use "},{"insert":{"card-link":"Roaming Throne"}},{"insert":" to double the number of things we can steal, and "},{"insert":{"card-link":"Jabs, Mistress of Mockery"}},{"insert":" to get more value out of our stolen goods. I mentioned "},{"insert":{"card-link":"Maskwood Nexus"}},{"insert":" earlier, saying that this wouldn't really be a tribal deck if I included it, but I put it in anyway, to turn our stolen creatures into spirits, so that "},{"insert":{"card-link":"Shared Animosity"}},{"insert":" can buff them when we go to attack. Swinging in with a board full of stolen creatures sounds nice in theory, but in practice, it's difficult to pull off without an "},{"insert":{"card-link":"Insurrection"}},{"insert":". We can fix that problem with bounce - cards that return spirits to our hand, such as "},{"insert":{"card-link":"Cloudstone Curio"}},{"insert":" and "},{"insert":{"card-link":"Oni of Wild Places"}},{"insert":" allow us to re-use spirits for our commander's theft ability, and "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":" makes it easier for us to cast multiple spirits (we also include multiple cost-reduction artifacts for this purpose, and there is a weird combo that can be done with Birgi's backside artifact, "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" , and a fully-levelled "},{"insert":{"card-link":"Advanced Reconstruction"}},{"insert":" in a pinch for a backup wincon). \n\nSo how does this deck actually win? Well, we could swing for lethal with stolen creatures, using pump effects like "},{"insert":{"card-link":"Shared Animosity"}},{"insert":" and "},{"insert":{"card-link":"Chronicle of Victory"}},{"insert":" alongside "},{"insert":{"card-link":"Maskwood Nexus"}},{"insert":" possibly with an "},{"insert":{"card-link":"Insurrection"}},{"insert":" as well. We can use "},{"insert":{"card-link":"Malignus"}},{"insert":" and "},{"insert":{"card-link":"Collective Inferno"}},{"insert":" or "},{"insert":{"card-link":"The Fire Crystal"}},{"insert":" to knock out one opponent at a time (although this would require our opponents to be horribly unlucky with their removal). There's also the Harnfel/Reconstruction combo I mentioned previously. Like most red decks, this one is combat first, everything else second. \n\n"}]}






























































