Darthlego_
247 views9 days ago
Commander
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{"ops":[{"attributes":{"bold":true},"insert":"Goals of the deck"},{"insert":"\nPlay bracket 3 maybe 4 and have a decent win rate (around 25%)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Be able to spellsling a bit (at least 3-4 cards a turn) once my commander is out."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Win though combat damage (typically kill one player with commander damage and the others with the tokens)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"How the deck currently works to reach these goals"},{"insert":"\nStart slow and hold my 1 mana spells until I get my commander unless I need more lands to get 4 mana by turn 4. By turn 3 I’d like to have one of my 2-3 mana value pieces down, on turn 4 cast my commander, then on turn 5 cast one of my 3-4 mana value pieces and a cantrip or 2, then from turn 6 onward multispell into big prowess swings."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Limits for the deck"},{"insert":"\nI don’t want to storm off for 40 minutes and would prefer to have a few semi long turns (5-10 minutes) instead of 1 really long turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Problems I see with the deck"},{"insert":"\nMy early turns are slow until I get my commander out, but I fear if add to many non-draw cards it will hurt my ability to spellsling and will be left with no way to get more instants and sorceries into my hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I also see this deck struggling to recover from a board wipe if I cant stop my board from being wiped (either with a protection spell or countering the wipe)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"What works and what I like"},{"insert":"\nIf not dealt with I can easily swing for lethal on everyone by turn 7-8 sometimes even by turn 6 and I don’t have to worry as much about blockers due to how much evasion is in the deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Because the deck runs about 25 draw spells, I can dig very deep and find a lot of pieces consistently."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The few games ive played this deck it has done well in every game, winning 2 of the 7 games I played it in."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The decks playstyle of multicasting a few spells into a strong combat feels fun to play."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"}]}
Commander
Sokka, Tenacious Tactician
Menace, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Other Allies you control have menace and prowess.
Whenever you cast a noncreature spell, create a 1/1 white Ally creature token.
Other Allies you control have menace and prowess.
Whenever you cast a noncreature spell, create a 1/1 white Ally creature token.
Legendary Creature - Human Warrior Ally

Commander
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Counterspells
Counterspells
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Draw Engine
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

Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class

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 Engine
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Draw Negative
Draw Negative
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Draw Neutral
Draw Neutral
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Draw Positive
Draw Positive
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Flashback
Will of the Jeskai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Sorcery

Flashback
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Hit harder for less
Bria, Riptide Rogue
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Other creatures you control have prowess. (If a creature has multiple instances of prowess, each triggers separately.)
Whenever you cast a noncreature spell, target creature you control can't be blocked this turn.
Other creatures you control have prowess. (If a creature has multiple instances of prowess, each triggers separately.)
Whenever you cast a noncreature spell, target creature you control can't be blocked this turn.
Legendary Creature - Rogue Otter

Veyran, Voice of Duality
Magecraft — Whenever you cast or copy an instant or sorcery spell, Veyran gets +1/+1 until end of turn.
If you casting or copying an instant or sorcery spell causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
If you casting or copying an instant or sorcery spell causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Wizard Efreet

Hit harder for less
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Land
Land
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Protection
Clever Concealment
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.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Enter the Avatar State
Until end of turn, target creature you control becomes an Avatar in addition to its other types and gains flying, first strike, lifelink, and hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Instant - Lesson

Protection
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Ramp
Vivi Ornitier
: Add X mana in any combination of and/or , where X is Vivi Ornitier's power. Activate only during your turn and only once each turn.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
Legendary Creature - Wizard

Ramp
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Removal
Removal
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Goals of the deck"},{"insert":"\nPlay bracket 3 maybe 4 and have a decent win rate (around 25%)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Be able to spellsling a bit (at least 3-4 cards a turn) once my commander is out."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Win though combat damage (typically kill one player with commander damage and the others with the tokens)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"How the deck currently works to reach these goals"},{"insert":"\nStart slow and hold my 1 mana spells until I get my commander unless I need more lands to get 4 mana by turn 4. By turn 3 I’d like to have one of my 2-3 mana value pieces down, on turn 4 cast my commander, then on turn 5 cast one of my 3-4 mana value pieces and a cantrip or 2, then from turn 6 onward multispell into big prowess swings."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Limits for the deck"},{"insert":"\nI don’t want to storm off for 40 minutes and would prefer to have a few semi long turns (5-10 minutes) instead of 1 really long turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Problems I see with the deck"},{"insert":"\nMy early turns are slow until I get my commander out, but I fear if add to many non-draw cards it will hurt my ability to spellsling and will be left with no way to get more instants and sorceries into my hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I also see this deck struggling to recover from a board wipe if I cant stop my board from being wiped (either with a protection spell or countering the wipe)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"What works and what I like"},{"insert":"\nIf not dealt with I can easily swing for lethal on everyone by turn 7-8 sometimes even by turn 6 and I don’t have to worry as much about blockers due to how much evasion is in the deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Because the deck runs about 25 draw spells, I can dig very deep and find a lot of pieces consistently."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The few games ive played this deck it has done well in every game, winning 2 of the 7 games I played it in."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The decks playstyle of multicasting a few spells into a strong combat feels fun to play."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"}]}


















































































