friscomm
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Commander
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{"ops":[{"attributes":{"color":"#000000"},"insert":"It’s time to tough it out with "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Tahngarth, Talruum Hero"}},{"attributes":{"color":"#000000"},"insert":" in my submission to June’s deckbuilding contest “Tahngarth Tussles with Toughness.” By building up Tahngarth’s toughness and using his fighting ability to damage our own high base-toughness creatures, the deck aims to redirect damage around the table while maintaining a strong defense against potential incoming attackers. Then, when the moment’s right, we’re able to flip the board state on its head with some of red’s historic power-toughness switching abilities, turning that formidable defense into a potent offense."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"With one of the first instances of what later became the “fight” mechanic, Tahngarth has power to take out most any opposing creatures with toughness four or less with just one activation. Problem is, he only has four toughness himself, which leaves him vulnerable on the punch back if we don’t have a way to protect him. That’s where the deck’s toughness-buffing tools come into play, including nine equipments that boost Tahngarth’s toughness more than his power. These equipment can also be used to fortify our other creatures’ toughness as well, allowing us to shift into the second part of the deck’s gameplan, which is damaging our own creatures for profit."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"A characteristic feature of red decks is a tendency to throw damage around and we’re not deviating from that here. The caveat, though, is our plan of damaging our own creatures using Tahngarth’s ability (or just by attacking) and then redirecting that damage to our opponents or their creatures. With 11 damage redirectors and five damage amplifiers in the deck, we should have at least a couple ways to swing major damage around the table by the time Tahngarth hits the field and is able to tap to activate his ability. Additionally, while not the primary point of the deck, there are ways to combo off with infinite damage loops using the likes of "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Brash Taunter"}},{"attributes":{"color":"#000000"},"insert":" or "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Stuffy Doll"}},{"attributes":{"color":"#000000"},"insert":", though I’ve intentionally taken out most of the indestructible-granting equipment to reduce the potential for those combos to pop up out of nowhere."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"If for some reason we aren’t able to find our damage redirecting pieces or they get removed, the deck does have a backup plan using red’s historic ability to switch power and toughness at instant speed. With the likes of "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Dwarven Thaumaturgist"}},{"attributes":{"color":"#000000"},"insert":" and "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Mannichi, the Fevered Dream"}},{"attributes":{"color":"#000000"},"insert":", we can opt to attack with our beefed-up toughness creatures for big damage or give Tahngarth possibly lethal punching potential."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"To round things out, there are a couple pieces of notable tech in the deck, including "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Sting, the Glinting Dagger"}},{"attributes":{"color":"#000000"},"insert":", which can untap Tahngarth each combat, allowing him to reuse his fighting ability each turn, and "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Soul Immolation"}},{"attributes":{"color":"#000000"},"insert":", which can serve as a nearly one-sided board wipe if we are able to stick a sufficiently tough creature on our side of the board."},{"insert":"\n"}]}
Copy
Copy
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Damage amplifiers
Fated Firepower
Flash
This enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
This enchantment enters with X fire counters on it.
If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus an amount of damage equal to the number of fire counters on this enchantment instead.
Enchantment

Solphim, Mayhem Dominus
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals double that damage to that player or permanent instead.
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Damage amplifiers
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Damage redirectors
Donna Noble
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
Whenever Donna Noble or a creature it's paired with is dealt damage, Donna Noble deals that much damage to target opponent.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Whenever Donna Noble or a creature it's paired with is dealt damage, Donna Noble deals that much damage to target opponent.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature - Human

Damage redirectors
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Draw
Artist's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Enchantment - Class

Draw
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Land
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Spinerock Knoll
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 an opponent was dealt 7 or more damage this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Land

Land
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P/T switching
P/T switching
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Protection
Protection
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Pump
Blacksmith's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a colorless Equipment artifact token named Sword with "Equipped creature gets +1/+1" and equip .
: Level 2
At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control.
: Level 3
During your turn, equipped creatures you control have double strike and haste.
When this Class enters, create a colorless Equipment artifact token named Sword with "Equipped creature gets +1/+1" and equip .
: Level 2
At the beginning of combat on your turn, attach target Equipment you control to up to one target creature you control.
: Level 3
During your turn, equipped creatures you control have double strike and haste.
Enchantment - Class

Pump
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Ramp
Tannuk, Steadfast Second
Other creatures you control have haste.
Artifact cards and red creature cards in your hand have warp . (You may cast a card from your hand for its warp cost. Exile that permanent at the beginning of the next end step, then you may cast it from exile on a later turn.)
Artifact cards and red creature cards in your hand have warp . (You may cast a card from your hand for its warp cost. Exile that permanent at the beginning of the next end step, then you may cast it from exile on a later turn.)
Legendary Creature - Kavu Pilot

The Eternity Elevator
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Legendary Artifact - Spacecraft

Ramp
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Removal
Removal
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Tutor
Godo, Bandit Warlord
When Godo enters, you may search your library for an Equipment card, put it onto the battlefield, then shuffle.
Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, there is an additional combat phase.
Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, there is an additional combat phase.
Legendary Creature - Human Barbarian

Tutor
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Untap
Untap
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Maybeboard
Aether Revolt
Revolt — As long as a permanent left the battlefield under your control this turn, if a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Whenever you get one or more , this enchantment deals that much damage to any target.
Whenever you get one or more , this enchantment deals that much damage to any target.
Enchantment

Baeloth Barrityl, Entertainer
Creatures your opponents control with power less than Baeloth Barrityl's power are goaded. (They attack each combat if able and attack a player other than you if able.)
Whenever a goaded attacking or blocking creature dies, you create a Treasure token.
Choose a Background (You can have a Background as a second commander.)
Whenever a goaded attacking or blocking creature dies, you create a Treasure token.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Elf Shaman

Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Colfenor's Urn
Whenever a creature with toughness 4 or greater is put into your graveyard from the battlefield, you may exile it.
At the beginning of the end step, if three or more cards have been exiled with this artifact, sacrifice it. If you do, return those cards to the battlefield under their owner's control.
At the beginning of the end step, if three or more cards have been exiled with this artifact, sacrifice it. If you do, return those cards to the battlefield under their owner's control.
Artifact

Conqueror's Galleon
When this Vehicle attacks, exile it at end of combat, then return it to the battlefield transformed under your control.
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.)
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.)
Artifact - Vehicle


Debris Field Crusher
When this Spacecraft enters, it deals 3 damage to any target.
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 8+.)
8+ | Flying
: This Spacecraft gets +2/+0 until end of turn.
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 8+.)
8+ | Flying
: This Spacecraft gets +2/+0 until end of turn.
Artifact - Spacecraft

Fall of Cair Andros
Whenever a creature an opponent controls is dealt excess noncombat damage, amass Orcs X, where X is that excess damage. (Put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
: This enchantment deals 7 damage to target creature.
: This enchantment deals 7 damage to target creature.
Enchantment

Khârn the Betrayer
Berzerker — Khârn the Betrayer attacks or blocks each combat if able.
Sigil of Corruption — When you lose control of Khârn the Betrayer, draw two cards.
The Betrayer — If damage would be dealt to Khârn the Betrayer, prevent that damage and an opponent of your choice gains control of it.
Sigil of Corruption — When you lose control of Khârn the Betrayer, draw two cards.
The Betrayer — If damage would be dealt to Khârn the Betrayer, prevent that damage and an opponent of your choice gains control of it.
Legendary Creature - Berserker Astartes

Ojer Axonil, Deepest Might
Trample
If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.
When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.
When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - God


Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"color":"#000000"},"insert":"It’s time to tough it out with "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Tahngarth, Talruum Hero"}},{"attributes":{"color":"#000000"},"insert":" in my submission to June’s deckbuilding contest “Tahngarth Tussles with Toughness.” By building up Tahngarth’s toughness and using his fighting ability to damage our own high base-toughness creatures, the deck aims to redirect damage around the table while maintaining a strong defense against potential incoming attackers. Then, when the moment’s right, we’re able to flip the board state on its head with some of red’s historic power-toughness switching abilities, turning that formidable defense into a potent offense."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"With one of the first instances of what later became the “fight” mechanic, Tahngarth has power to take out most any opposing creatures with toughness four or less with just one activation. Problem is, he only has four toughness himself, which leaves him vulnerable on the punch back if we don’t have a way to protect him. That’s where the deck’s toughness-buffing tools come into play, including nine equipments that boost Tahngarth’s toughness more than his power. These equipment can also be used to fortify our other creatures’ toughness as well, allowing us to shift into the second part of the deck’s gameplan, which is damaging our own creatures for profit."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"A characteristic feature of red decks is a tendency to throw damage around and we’re not deviating from that here. The caveat, though, is our plan of damaging our own creatures using Tahngarth’s ability (or just by attacking) and then redirecting that damage to our opponents or their creatures. With 11 damage redirectors and five damage amplifiers in the deck, we should have at least a couple ways to swing major damage around the table by the time Tahngarth hits the field and is able to tap to activate his ability. Additionally, while not the primary point of the deck, there are ways to combo off with infinite damage loops using the likes of "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Brash Taunter"}},{"attributes":{"color":"#000000"},"insert":" or "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Stuffy Doll"}},{"attributes":{"color":"#000000"},"insert":", though I’ve intentionally taken out most of the indestructible-granting equipment to reduce the potential for those combos to pop up out of nowhere."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"If for some reason we aren’t able to find our damage redirecting pieces or they get removed, the deck does have a backup plan using red’s historic ability to switch power and toughness at instant speed. With the likes of "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Dwarven Thaumaturgist"}},{"attributes":{"color":"#000000"},"insert":" and "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Mannichi, the Fevered Dream"}},{"attributes":{"color":"#000000"},"insert":", we can opt to attack with our beefed-up toughness creatures for big damage or give Tahngarth possibly lethal punching potential."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"To round things out, there are a couple pieces of notable tech in the deck, including "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Sting, the Glinting Dagger"}},{"attributes":{"color":"#000000"},"insert":", which can untap Tahngarth each combat, allowing him to reuse his fighting ability each turn, and "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Soul Immolation"}},{"attributes":{"color":"#000000"},"insert":", which can serve as a nearly one-sided board wipe if we are able to stick a sufficiently tough creature on our side of the board."},{"insert":"\n"}]}


























































































































