joshn9531@outlook.com
315 views3 months ago
Commander
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{"ops":[{"insert":"My first prerelease was with Avatar the Last Airbender where I got the Zuko box which came with the Ran and Shaw promo card. My teammate and I got second place and we won a lot of play boosters from it. They also gave me the bulk after taking the good cards out of their packs, so I decided I wanted to make my own commander deck. After looking through a lot of the cards I won, I realized many of the cards from different colors worked well together. Because of this, I decided to make it a five color deck. Choosing my commander was tough because many of the available options were either too expensive or I didn’t know of a way to get them so I chose Progenitus. Then, Progenitus got temporarily lost in transit so I had to find a backup. Niv-Mizzet was my new choice because of its abilities. Because they only work with exactly two-colored permanents, I decided to get most of the creatures and enchantments with two colors and allies to go with the Avatar theme. The original draft was not very good due to low land draw, not having the right lands, and getting demolished by my opponents who sometimes had super overpowered decks, so I had to get more dual lands and get stronger stuff. I did win a few games but that was because I got lucky.\n\n I then went to a Strixhaven prerelease where I got the Silverquill box which. We weren’t playing two headed giant for this prerelease so I was alone up against some basically unbeatable opponents since some of the paradigm cards were too overpowered in the prerelease because they kept bringing things back out of the graveyard each turn and not allowing me to play any creatures or counter spells. I didn’t get any paradigm cards, but the Silverquill and Witherbloom cards including Foggy Swamp Visions (which can basically take over the entire board to use opponents creatures against themselves) were still a few cool upgrades which helped make my deck function much better. I also got a few more dual lands so that made it easier to play cards in my deck. After coming home from the prerelease, Progenitus finally arrived and I got Silverquill, the Disputant from a pack from my winnings at the prerelease so I knew it was time to lean more to dragons. I had bought the Tarkir Abzan Armor precon awhile ago so I did some editing to that deck to make way for the dragons in my avatar deck. Another reason I wanted dragons was because of Ran and Shaw in Avatar. Eventually, I decided to get some Tarkir Dragonstorm play boosters a couple days ago to try and get better stuff. Somehow, it worked and I was able to get a few cards that compliment each other well and chose to finalize the deck. So now this brings things to the important stuff:\n\nThe 3 main functions of this deck are ramping up to use expensive enchantments and creatures, putting lessons in the graveyard to utilize the Avatar cards to their fullest like Ran and Shaw, and getting counter multipliers with multiple cards that give things trample so you can destroy your opponents while not having long or upsetting turns and not being too overpowered. There is however a scenario where you will be basically so overpowered but it is a highly unlikely scenario. This is where you get all the dragon related enchantments which will make it so dragons are free to be placed, all earn hexproof (possibly even from multiple things), and trample so you can send a flying horror dragonstorm straight at your opponents while also having enough permanents that are exactly two colors to pump up the damage from Niv-Mizzet and give yourself a lot of life gain and card draw. I have playtested against a few other decks and have only been in this situation once but it is very hard to get into if you don’t have hexproof early enough since the cards are so overpowered that people will want to remove them as soon as possible. \n\nSince adding enough dual lands there should be little to no issue with land draw. The only issue you may encounter is that most of the dual lands enter tapped so it may take an extra turn to get something bigger but can breath easy knowing you won’t have too many mountain or plains which was my original issue. Anyways, if you do decide to try out my deck I hope you enjoy and fine tune it to your liking as there is always room for improvement. I was limited to my smaller collection but I also have a lot of other good cards I felt were hard to take out so don’t be afraid to take out any or all of the lockets as I’ve heard they’re not always helpful. Also feel free to let me know in the comments what I might want to change based on the main theme types I have:\nTales of Middle Earth"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Aetherdrift"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Tarkir Dragonstorm (new and old)"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Secrets of Strixhaven"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Avatar: The Last Airbender"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"There are a few I have less of including a bulk box of random stuff but these are just the ones I have the most variety of.\n"}]}
Commander
Niv-Mizzet, Guildpact
Flying, hexproof from multicolored
Whenever Niv-Mizzet deals combat damage to a player, it deals X damage to any target, target player draws X cards, and you gain X life, where X is the number of different color pairs among permanents you control that are exactly two colors.
Whenever Niv-Mizzet deals combat damage to a player, it deals X damage to any target, target player draws X cards, and you gain X life, where X is the number of different color pairs among permanents you control that are exactly two colors.
Legendary Creature - Dragon Avatar

Commander
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Blink
Appa, Loyal Sky Bison
Flying
Whenever Appa enters or attacks, choose one —
• Target creature you control gains flying until end of turn.
• Airbend another target nonland permanent you control. (Exile it. While it's exiled, its owner may cast it for rather than its mana cost.)
Whenever Appa enters or attacks, choose one —
• Target creature you control gains flying until end of turn.
• Airbend another target nonland permanent you control. (Exile it. While it's exiled, its owner may cast it for rather than its mana cost.)
Legendary Creature - Ally Bison

Blink
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Burn
Burn
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Counters
Badgermole
When this creature enters, earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Creatures you control with +1/+1 counters on them have trample.
Creatures you control with +1/+1 counters on them have trample.
Creature - Mole Badger

Earth Kingdom General
When this creature enters, earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you put one or more +1/+1 counters on a creature, you may gain that much life. Do this only once each turn.
Whenever you put one or more +1/+1 counters on a creature, you may gain that much life. Do this only once each turn.
Creature - Human Soldier Ally

The Boulder, Ready to Rumble
Whenever The Boulder attacks, earthbend X, where X is the number of creatures you control with power 4 or greater. (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.)
Legendary Creature - Human Warrior Performer

Counters
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Creature
Scolding Administrator
Menace (This creature can't be blocked except by two or more creatures.)
Repartee — Whenever you cast an instant or sorcery spell that targets a creature, put a +1/+1 counter on this creature.
When this creature dies, if it had counters on it, put those counters on up to one target creature.
Repartee — Whenever you cast an instant or sorcery spell that targets a creature, put a +1/+1 counter on this creature.
When this creature dies, if it had counters on it, put those counters on up to one target creature.
Creature - Cleric Dwarf

Silverquill, the Disputant
Flying, vigilance
Each instant and sorcery spell you cast has casualty 1. (As you cast that spell, you may sacrifice a creature with power 1 or greater. When you do, copy the spell and you may choose new targets for the copy.)
Each instant and sorcery spell you cast has casualty 1. (As you cast that spell, you may sacrifice a creature with power 1 or greater. When you do, copy the spell and you may choose new targets for the copy.)
Legendary Creature - Elder Dragon

Creature
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Discard
Dai Li Indoctrination
Choose one —
• Target opponent reveals their hand. You choose a nonland permanent card from it. That player discards that card.
• Earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
• Target opponent reveals their hand. You choose a nonland permanent card from it. That player discards that card.
• Earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Sorcery - Lesson

Discard
(CTRL to add secondary)
Drain
Corroding Dragonstorm
When this enchantment enters, each opponent loses 2 life and you gain 2 life. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
When a Dragon you control enters, return this enchantment to its owner's hand.
When a Dragon you control enters, return this enchantment to its owner's hand.
Enchantment

Dai Li Agents
When this creature enters, earthbend 1, then earthbend 1. (To earthbend 1, target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever this creature attacks, each opponent loses X life and you gain X life, where X is the number of creatures you control with +1/+1 counters on them.
Whenever this creature attacks, each opponent loses X life and you gain X life, where X is the number of creatures you control with +1/+1 counters on them.
Creature - Human Soldier

Drain
(CTRL to add secondary)
Draw
Dragonologist
When this creature enters, look at the top six cards of your library. You may reveal an instant, sorcery, or Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Untapped Dragons you control have hexproof.
Untapped Dragons you control have hexproof.
Creature - Human Wizard

The Legend of Kyoshi
(As this Saga enters and after your draw step, add a lore counter.)
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Draw
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Instant
Instant
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Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Protection
Protection
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Pump
Pump
(CTRL to add secondary)
Ramp
Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact

Mardu Monument
When this artifact enters, search your library for a basic Mountain, Plains, or Swamp card, reveal it, put it into your hand, then shuffle.
, , Sacrifice this artifact: Create three 1/1 red Warrior creature tokens. They gain menace and haste until end of turn. Activate only as a sorcery. (A creature with menace can't be blocked except by two or more creatures.)
, , Sacrifice this artifact: Create three 1/1 red Warrior creature tokens. They gain menace and haste until end of turn. Activate only as a sorcery. (A creature with menace can't be blocked except by two or more creatures.)
Artifact

Sarkhan, Dragon Ascendant
When Sarkhan enters, you may behold a Dragon. If you do, create a Treasure token. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Whenever a Dragon you control enters, put a +1/+1 counter on Sarkhan. Until end of turn, Sarkhan becomes a Dragon in addition to its other types and gains flying.
Whenever a Dragon you control enters, put a +1/+1 counter on Sarkhan. Until end of turn, Sarkhan becomes a Dragon in addition to its other types and gains flying.
Legendary Creature - Human Druid

Ramp
(CTRL to add secondary)
Recursion
Foggy Swamp Visions
As an additional cost to cast this spell, waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Exile X target creature cards from graveyards. For each creature card exiled this way, create a token that's a copy of it. At the beginning of your next end step, sacrifice those tokens.
Exile X target creature cards from graveyards. For each creature card exiled this way, create a token that's a copy of it. At the beginning of your next end step, sacrifice those tokens.
Sorcery

Recursion
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Removal
Removal
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Sorcery
Sorcery
(CTRL to add secondary)
Theft
Azula, Cunning Usurper
Firebending 2 (Whenever this creature attacks, add . This mana lasts until end of combat.)
When Azula enters, target opponent exiles a nontoken creature they control, then they exile a nonland card from their graveyard.
During your turn, you may cast cards exiled with Azula and you may cast them as though they had flash. Mana of any type can be spent to cast those spells.
When Azula enters, target opponent exiles a nontoken creature they control, then they exile a nonland card from their graveyard.
During your turn, you may cast cards exiled with Azula and you may cast them as though they had flash. Mana of any type can be spent to cast those spells.
Legendary Creature - Human Rogue Noble

Hama, the Bloodbender
When Hama enters, target opponent mills three cards. Exile up to one noncreature, nonland card from that player's graveyard. For as long as you control Hama, you may cast the exiled card during your turn by waterbending rather than paying its mana cost, where X is its mana value. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Legendary Creature - Human Warlock

Theft
(CTRL to add secondary)
Tokens
Ran and Shaw
Flying, firebending 2
When Ran and Shaw enter, if you cast them and there are three or more Dragon and/or Lesson cards in your graveyard, create a token that's a copy of Ran and Shaw, except it's not legendary.
: Dragons you control get +2/+0 until end of turn.
When Ran and Shaw enter, if you cast them and there are three or more Dragon and/or Lesson cards in your graveyard, create a token that's a copy of Ran and Shaw, except it's not legendary.
: Dragons you control get +2/+0 until end of turn.
Legendary Creature - Dragon

Tokens
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"My first prerelease was with Avatar the Last Airbender where I got the Zuko box which came with the Ran and Shaw promo card. My teammate and I got second place and we won a lot of play boosters from it. They also gave me the bulk after taking the good cards out of their packs, so I decided I wanted to make my own commander deck. After looking through a lot of the cards I won, I realized many of the cards from different colors worked well together. Because of this, I decided to make it a five color deck. Choosing my commander was tough because many of the available options were either too expensive or I didn’t know of a way to get them so I chose Progenitus. Then, Progenitus got temporarily lost in transit so I had to find a backup. Niv-Mizzet was my new choice because of its abilities. Because they only work with exactly two-colored permanents, I decided to get most of the creatures and enchantments with two colors and allies to go with the Avatar theme. The original draft was not very good due to low land draw, not having the right lands, and getting demolished by my opponents who sometimes had super overpowered decks, so I had to get more dual lands and get stronger stuff. I did win a few games but that was because I got lucky.\n\n I then went to a Strixhaven prerelease where I got the Silverquill box which. We weren’t playing two headed giant for this prerelease so I was alone up against some basically unbeatable opponents since some of the paradigm cards were too overpowered in the prerelease because they kept bringing things back out of the graveyard each turn and not allowing me to play any creatures or counter spells. I didn’t get any paradigm cards, but the Silverquill and Witherbloom cards including Foggy Swamp Visions (which can basically take over the entire board to use opponents creatures against themselves) were still a few cool upgrades which helped make my deck function much better. I also got a few more dual lands so that made it easier to play cards in my deck. After coming home from the prerelease, Progenitus finally arrived and I got Silverquill, the Disputant from a pack from my winnings at the prerelease so I knew it was time to lean more to dragons. I had bought the Tarkir Abzan Armor precon awhile ago so I did some editing to that deck to make way for the dragons in my avatar deck. Another reason I wanted dragons was because of Ran and Shaw in Avatar. Eventually, I decided to get some Tarkir Dragonstorm play boosters a couple days ago to try and get better stuff. Somehow, it worked and I was able to get a few cards that compliment each other well and chose to finalize the deck. So now this brings things to the important stuff:\n\nThe 3 main functions of this deck are ramping up to use expensive enchantments and creatures, putting lessons in the graveyard to utilize the Avatar cards to their fullest like Ran and Shaw, and getting counter multipliers with multiple cards that give things trample so you can destroy your opponents while not having long or upsetting turns and not being too overpowered. There is however a scenario where you will be basically so overpowered but it is a highly unlikely scenario. This is where you get all the dragon related enchantments which will make it so dragons are free to be placed, all earn hexproof (possibly even from multiple things), and trample so you can send a flying horror dragonstorm straight at your opponents while also having enough permanents that are exactly two colors to pump up the damage from Niv-Mizzet and give yourself a lot of life gain and card draw. I have playtested against a few other decks and have only been in this situation once but it is very hard to get into if you don’t have hexproof early enough since the cards are so overpowered that people will want to remove them as soon as possible. \n\nSince adding enough dual lands there should be little to no issue with land draw. The only issue you may encounter is that most of the dual lands enter tapped so it may take an extra turn to get something bigger but can breath easy knowing you won’t have too many mountain or plains which was my original issue. Anyways, if you do decide to try out my deck I hope you enjoy and fine tune it to your liking as there is always room for improvement. I was limited to my smaller collection but I also have a lot of other good cards I felt were hard to take out so don’t be afraid to take out any or all of the lockets as I’ve heard they’re not always helpful. Also feel free to let me know in the comments what I might want to change based on the main theme types I have:\nTales of Middle Earth"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Aetherdrift"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Tarkir Dragonstorm (new and old)"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Secrets of Strixhaven"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Avatar: The Last Airbender"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"There are a few I have less of including a bulk box of random stuff but these are just the ones I have the most variety of.\n"}]}
















































































