Trotsky2112
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Commander
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Commander
Ronin, Shadow Stalker
Pay 2 life: Add two mana of any one color. Spend this mana only to cast Equipment spells or activate equip abilities. Activate only once each turn.
, Sacrifice an Equipment attached to Ronin: Target creature gets -4/-4 until end of turn. Activate only as a sorcery.
, Sacrifice an Equipment attached to Ronin: Target creature gets -4/-4 until end of turn. Activate only as a sorcery.
Legendary Creature - Human Rogue Hero

Commander
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Draw
Adaptive Omnitool
Equipped creature gets +1/+1 for each artifact you control.
Whenever equipped creature attacks, look at the top six cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equip
Whenever equipped creature attacks, look at the top six cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equip
Artifact - Equipment

Ninja's Blades
Job select
Equipped creature gets +1/+1, is a Ninja in addition to its other types, and has "Whenever this creature deals combat damage to a player, draw a card, then discard a card. That player loses life equal to the discarded card's mana value."
Mutsunokami — Equip
Equipped creature gets +1/+1, is a Ninja in addition to its other types, and has "Whenever this creature deals combat damage to a player, draw a card, then discard a card. That player loses life equal to the discarded card's mana value."
Mutsunokami — Equip
Artifact - Equipment

Pact Weapon
As long as this Equipment is attached to a creature, you don't lose the game for having 0 or less life.
Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value.
Equip—Discard a card.
Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value.
Equip—Discard a card.
Artifact - Equipment

The Aetherspark
As long as The Aetherspark is attached to a creature, The Aetherspark can't be attacked and has "Whenever equipped creature deals combat damage during your turn, put that many loyalty counters on The Aetherspark."
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
Legendary Artifact Planeswalker - Equipment

Draw
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Finisher
Finisher
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Land
Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Minas Morgul, Dark Fortress
Minas Morgul enters tapped.
: Add .
, : Put a shadow counter on target creature. For as long as that creature has a shadow counter on it, it's a Wraith in addition to its other types. (A creature with shadow can block or be blocked by only creatures with shadow.)
: Add .
, : Put a shadow counter on target creature. For as long as that creature has a shadow counter on it, it's a Wraith in addition to its other types. (A creature with shadow can block or be blocked by only creatures with shadow.)
Legendary Land

Spymaster's Vault
This land enters tapped unless you control a Swamp.
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
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
Thran Power Suit
Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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

Protection
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Pump
Pump
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Ramp
Lost Jitte
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Legendary Artifact - Equipment

Ramp
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Recursion
Whip of Erebos
Creatures you control have lifelink.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
Legendary Artifact Enchantment

Recursion
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Removal
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

Removal
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Tutor
Tutor
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Untap
Untap
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This deck is simple - Voltron. However, it just so happens that our commander, "},{"insert":{"card-link":"Ronin, Shadow Stalker"}},{"insert":" , is an unprecedented equipment mana dork in the command zone. We want to, ideally, play Ronin no later than turn 3, and immediately equip some powerful cards to him using his mana ability. We include a variety of keyword-granting equipment to make Ronin more evasive: "},{"insert":{"card-link":"Leyline Axe"}},{"insert":" , "},{"insert":{"card-link":"O-Naginata"}},{"insert":" , and "},{"insert":{"card-link":"Zephyr Boots"}},{"insert":". We can also use one of the boots ("},{"insert":{"card-link":"Lavaspur Boots"}},{"insert":" and "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":") to make Ronin more difficult to target - after all, what use is a voltron commander that keeps getting blown up?\n\nNow, while Ronin's second ability may be useful in a pinch, it's not a focus of this build, so we don't include "},{"insert":{"card-link":"Illusionist's Bracers"}},{"insert":" . It takes a bit of effort to equip Ronin and make him powerful enough to take a player out of the game, so generally we only want to use his tap ability to deal with stax pieces that hurt our gameplan, for example "},{"insert":{"card-link":"Kataki, War's Wage"}},{"insert":" . Better to lose one equipment than lose them all. \n\nVoltron decks are in a unique position amoung most other commander decks, in that they can outsource most of their draw, removal, ramp, and recursion to equipment, allowing their commander to function as the centerpiece of the deck even more than usual (at least in casual commander). "},{"insert":{"card-link":"Sword of the Animist"}},{"insert":" , "},{"insert":{"card-link":"Infiltration Lens"}},{"insert":" , "},{"insert":{"card-link":"Lost Jitte"}},{"insert":" , "},{"insert":{"card-link":"Adaptive Omnitool"}},{"insert":" , and many others can turn our commander into a value engine - if he survives long enough. In addition to the protection boots we run (listed earlier), we notice that our commander can produce two mana every turn. For en equipment with flash, like "},{"insert":{"card-link":"Bladed Battle-Fan"}},{"insert":" , we never have to worry about keeping up enough mana to play it. Another unique protection piece I found while attempting a "},{"insert":{"card-link":"Glissa, the Traitor"}},{"insert":" voltron brew was the seemingly innocuous "},{"insert":{"card-link":"Barrow-Blade"}},{"insert":". This nifty little piece of kit is cheap enough to be cast and equipped by a single activation of Ronin's mana ability. What does it do? It completely neuters our opponent's blockers. Deathtouch? No problemo. Additionally, it removes ALL abilities, not just keywords. I'll leave you to ponder the possibilities of that.\n\nHave you pondered it? Good. \n\nSo how does this deck win? Like any voltron deck, we want to bash faces with commander damage. Generic pump equipment like "},{"insert":{"card-link":"Thran Power Suit"}},{"insert":" , "},{"insert":{"card-link":"Adaptive Omnitool"}},{"insert":" , "},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":" , and "},{"insert":{"card-link":"Excalibur, Sword of Eden"}},{"insert":" can help with that, although we generally would need evasion keywords to make such an approach viable. As such, we have a few shortcuts. "},{"insert":{"card-link":"Vorpal Sword"}},{"insert":" is an extremely cheap equipment that discourages blocking by lending our commander deathtouch, and also acts as a finisher for the admittedly steep cost of {5}{B}{B}{B}. A cheaper alterative may be found in "},{"insert":{"card-link":"Quietus Spike"}},{"insert":" - turning our commander into an "},{"insert":{"card-link":"Unstoppable Slasher"}},{"insert":" is nothing to sniff at. If an opponent doesn't want to lose half their life, they can block, and that blocker will die to deathtouch (or to our commander's ability, which is unfortunately only sorcery speed, and as such requires "},{"insert":{"card-link":"Sting, the Glinting Dagger"}},{"insert":" to untap afterwards).\n\nA final, and perhaps unexpected finisher, can be found in "},{"insert":{"card-link":"Ninja's Blades"}},{"insert":". A Yuriko-esque ability that draws us cards while chunking down an opponent's life total. You may have been wondering, looking at the deck, what purpose "},{"insert":{"card-link":"Metalwork Colossus"}},{"insert":" could possibly serve. Well, wonder no longer! We are never going to cast colossus. We keep it in hand, swing in with ninja's blades, and remove 11 life from our opponent. Additionally, with the ninja's blades trigger on the stack, we can sacrifice it and another equipment to return colossus to our hand and do it all again. It's a strategy I stumbled upon in the aforementioned "},{"insert":{"card-link":"Glissa, the Traitor"}},{"insert":" voltron brew. \n\nHope you enjoyed this little tour of the deck. Making a voltron deck in colours that don't support cheating on equip costs (think "},{"insert":{"card-link":"Ardenn, Intrepid Archaeologist"}},{"insert":" ) can be a little tricky, but I hope Ronin is the start of an era of more varied voltron decks.\n"}]}



































































