aalongi
72 views4 days ago
Commander
Size: 100Est cost: $581.06Salt sum: 34.91
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{"ops":[{"insert":"The eternal question for "},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" is how to keep it around. This deck used to feature far more haste enablers; I’ve removed them over time to test the ability of Kresh to hold for a round. (It’s mixed, but allows for more interaction.)\n\nNowadays I keep Kresh in the command zone for longer and make greater use of other creatures that benefit from death triggers, such as "},{"insert":{"card-link":"Beifong's Bounty Hunters"}},{"insert":" and "},{"insert":{"card-link":"Orca, Siege Demon"}},{"insert":" . The theory is to exhaust other players’ removal before building a large board of weenies that do stick and, once you feel secure in Kresh’s ability to hold on the board, play him and follow as soon as you can with a large sweep. The instant-speed wipes - "},{"insert":{"card-link":"Consume the Meek"}},{"insert":" and "},{"insert":{"card-link":"Flare of Malice"}},{"insert":" - may be the most satisfying.\n\nOf course if you find yourself in a game where most of the removal appears to be red and/or green, I recommend getting Kresh out there right away and benefitting. You have one of the signature cards of the deck, "},{"insert":{"card-link":"Aether Flash"}},{"insert":" , to hold off weenies and build up Kresh to the point where he can trample with "},{"insert":{"card-link":"Rancor"}},{"insert":" or "},{"insert":{"card-link":"Kessig Wolf Run"}},{"insert":" . Here you’ll use more of the “incremental building pumps” category, with commander out there, to build something tough for burn or fight to handle.\n\nAgainst white, blue, or black, wait longer and put out some of the other large threats the deck offers. (Or switch out for more haste cards and build it like I had it years ago. Worked fine.)\n\nStandard strategic approach notes and disclaimer(s) for all my decks:\nI just started (in May 2026) uploading all of my (200+) decks into Archidekt. This is going to be a slow process so if you’re seeing notes that refer to other decks that you can’t find, give me a short moment and I’ll have more stuff up soon."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I 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 have 200+ decks and 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"}]}
Big Finishing Pumps
Orcus, Prince of Undeath
Flying, trample
When Orcus enters, choose one —
• Each other creature gets -X/-X until end of turn. You lose X life.
• Return up to X target creature cards with total mana value X or less from your graveyard to the battlefield. They gain haste until end of turn.
When Orcus enters, choose one —
• Each other creature gets -X/-X until end of turn. You lose X life.
• Return up to X target creature cards with total mana value X or less from your graveyard to the battlefield. They gain haste until end of turn.
Legendary Creature - Demon

Big Finishing Pumps
(CTRL to add secondary)
Death Triggers
Beifong's Bounty Hunters
Whenever a nonland creature you control dies, earthbend X, where X is that creature's power. (Target land you control becomes a 0/0 creature with haste that's still a land. Put X +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Creature - Human Mercenary

Riveteers Requisitioner
When this creature dies, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
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.)
Creature - Rogue Lizard

Death Triggers
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Draw
Herigast, Erupting Nullkite
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.)
When you cast this spell, you may exile your hand. If you do, draw three cards.
Flying
Each creature spell you cast has emerge. The emerge cost is equal to its mana cost.
When you cast this spell, you may exile your hand. If you do, draw three cards.
Flying
Each creature spell you cast has emerge. The emerge cost is equal to its mana cost.
Legendary Creature - Dragon Eldrazi

Sarkhan the Mad
0: Reveal the top card of your library and put it into your hand. Sarkhan deals damage to himself equal to that card's mana value.
−2: Target creature's controller sacrifices it, then that player creates a 5/5 red Dragon creature token with flying.
−4: Each Dragon creature you control deals damage equal to its power to target player or planeswalker.
−2: Target creature's controller sacrifices it, then that player creates a 5/5 red Dragon creature token with flying.
−4: Each Dragon creature you control deals damage equal to its power to target player or planeswalker.
Legendary Planeswalker - Sarkhan

Xira, the Golden Sting
Flying, haste
Whenever Xira attacks, put an egg counter on another target creature without an egg counter on it. When that creature dies, if it has an egg counter on it, draw a card and create a 1/1 black Insect creature token with flying.
Whenever Xira attacks, put an egg counter on another target creature without an egg counter on it. When that creature dies, if it has an egg counter on it, draw a card and create a 1/1 black Insect creature token with flying.
Legendary Creature - Assassin Insect

Draw
(CTRL to add secondary)
Early Fodder
Interceptor Mechan
Flying
When this creature enters, return target artifact or creature card from your graveyard to your hand.
Void — At the beginning of your end step, if a nonland permanent left the battlefield this turn or a spell was warped this turn, put a +1/+1 counter on this creature.
When this creature enters, return target artifact or creature card from your graveyard to your hand.
Void — At the beginning of your end step, if a nonland permanent left the battlefield this turn or a spell was warped this turn, put a +1/+1 counter on this creature.
Creature Artifact - Robot

Korozda Guildmage
: Target creature gets +1/+1 and gains intimidate until end of turn. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
, Sacrifice a nontoken creature: Create X 1/1 green Saproling creature tokens, where X is the sacrificed creature's toughness.
, Sacrifice a nontoken creature: Create X 1/1 green Saproling creature tokens, where X is the sacrificed creature's toughness.
Creature - Elf Shaman

Kroxa, Titan of Death's Hunger
When Kroxa enters, sacrifice it unless it escaped.
Whenever Kroxa enters or attacks, each opponent discards a card, then each opponent who didn't discard a nonland card this way loses 3 life.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Kroxa enters or attacks, each opponent discards a card, then each opponent who didn't discard a nonland card this way loses 3 life.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Early Fodder
(CTRL to add secondary)
Evasion and Protection
Evasion and Protection
(CTRL to add secondary)
Incremental Building Pumps
Vaevictis Asmadi, the Dire
Flying
Whenever Vaevictis Asmadi attacks, for each player, choose target permanent that player controls. Those players sacrifice those permanents. Each player who sacrificed a permanent this way reveals the top card of their library, then puts it onto the battlefield if it's a permanent card.
Whenever Vaevictis Asmadi attacks, for each player, choose target permanent that player controls. Those players sacrifice those permanents. Each player who sacrificed a permanent this way reveals the top card of their library, then puts it onto the battlefield if it's a permanent card.
Legendary Creature - Elder Dragon

Incremental Building Pumps
(CTRL to add secondary)
Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Removal (One-Off or Utility)
Sheoldred
Menace
When Sheoldred enters, each opponent sacrifices a nontoken creature or planeswalker of their choice.
: Exile Sheoldred, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if an opponent has eight or more cards in their graveyard.
When Sheoldred enters, each opponent sacrifices a nontoken creature or planeswalker of their choice.
: Exile Sheoldred, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if an opponent has eight or more cards in their graveyard.
Legendary Creature - Praetor Phyrexian


Removal (One-Off or Utility)
(CTRL to add secondary)
Sac Outlet
Ayara, Widow of the Realm
, Sacrifice another creature or artifact: Ayara deals X damage to target opponent or battle and you gain X life, where X is the sacrificed permanent's mana value.
: Transform Ayara. Activate only as a sorcery. ( can be paid with either or 2 life.)
: Transform Ayara. Activate only as a sorcery. ( can be paid with either or 2 life.)
Legendary Creature - Elf Noble


Kethek, Crucible Goliath
At the beginning of your end step, you may sacrifice another creature. If you do, reveal cards from the top of your library until you reveal a nonlegendary creature card with lesser mana value, put it onto the battlefield, then put the rest on the bottom of your library in a random order.
Legendary Creature - Beast Phyrexian

Sac Outlet
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"The eternal question for "},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" is how to keep it around. This deck used to feature far more haste enablers; I’ve removed them over time to test the ability of Kresh to hold for a round. (It’s mixed, but allows for more interaction.)\n\nNowadays I keep Kresh in the command zone for longer and make greater use of other creatures that benefit from death triggers, such as "},{"insert":{"card-link":"Beifong's Bounty Hunters"}},{"insert":" and "},{"insert":{"card-link":"Orca, Siege Demon"}},{"insert":" . The theory is to exhaust other players’ removal before building a large board of weenies that do stick and, once you feel secure in Kresh’s ability to hold on the board, play him and follow as soon as you can with a large sweep. The instant-speed wipes - "},{"insert":{"card-link":"Consume the Meek"}},{"insert":" and "},{"insert":{"card-link":"Flare of Malice"}},{"insert":" - may be the most satisfying.\n\nOf course if you find yourself in a game where most of the removal appears to be red and/or green, I recommend getting Kresh out there right away and benefitting. You have one of the signature cards of the deck, "},{"insert":{"card-link":"Aether Flash"}},{"insert":" , to hold off weenies and build up Kresh to the point where he can trample with "},{"insert":{"card-link":"Rancor"}},{"insert":" or "},{"insert":{"card-link":"Kessig Wolf Run"}},{"insert":" . Here you’ll use more of the “incremental building pumps” category, with commander out there, to build something tough for burn or fight to handle.\n\nAgainst white, blue, or black, wait longer and put out some of the other large threats the deck offers. (Or switch out for more haste cards and build it like I had it years ago. Worked fine.)\n\nStandard strategic approach notes and disclaimer(s) for all my decks:\nI just started (in May 2026) uploading all of my (200+) decks into Archidekt. This is going to be a slow process so if you’re seeing notes that refer to other decks that you can’t find, give me a short moment and I’ll have more stuff up soon."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I 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 have 200+ decks and 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"}]}







































































