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Commander
Size: 100Salt sum: 44.21
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rkhart

431 views10 days ago
Commander
Size: 100Salt sum: 44.21
No deck tags

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Commander

Qty: 1 Price: $32.99
Bruce Banner
,
: Draw X cards. Activate only as a sorcery.
: Transform Bruce Banner. Activate only as a sorcery.
Legendary Creature - Human Scientist Hero
Bruce Banner // The Incredible Hulk (msh) 331Bruce Banner // The Incredible Hulk (msh) 331

Commander

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Artifact

Qty: 10 Price: $303.70
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.)
Artifact - Equipment
Basilisk Collar (fdn) 669
Darksteel Plate
Indestructible
Equipped creature has indestructible.
Equip
Artifact - Equipment
Darksteel Plate (mbs) 104
Mithril Coat
Flash
Indestructible
When Mithril Coat enters, attach it to target legendary creature you control.
Equipped creature has indestructible.
Equip
Legendary Artifact - Equipment
Mithril Coat (ltr) 245
Mox Amber
: Add one mana of any color among legendary creatures and planeswalkers you control.
Legendary Artifact
Mox Amber (dom) 224
Sol Ring
: Add
.
Artifact
Sol Ring (mkc) 237
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (m12) 219
Sword of Feast and Famine
Equipped creature gets +2/+2 and has protection from black and from green.
Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.
Equip
Artifact - Equipment
Sword of Feast and Famine (plst) 2XM-296
Sword of Fire and Ice
Equipped creature gets +2/+2 and has protection from red and from blue.
Whenever equipped creature deals combat damage to a player, this Equipment deals 2 damage to any target and you draw a card.
Equip
Artifact - Equipment
Sword of Fire and Ice (spg) 62
The Enigma Jewel
The Enigma Jewel enters tapped.
: Add
. Spend this mana only to activate abilities.
Craft with four or more nonlands with activated abilities
(
, Exile this artifact, Exile the four or more from among other permanents you control and/or cards in your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Legendary Artifact
The Enigma Jewel // Locus of Enlightenment (lci) 55The Enigma Jewel // Locus of Enlightenment (lci) 55
The Reaver Cleaver
Equipped creature gets +1/+1 and has trample and "Whenever this creature deals combat damage to a player or planeswalker, create that many Treasure tokens."
Equip
Legendary Artifact - Equipment
The Reaver Cleaver (dmc) 8

Artifact

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Creature

Qty: 25 Price: $182.11
Agatha of the Vile Cauldron
Activated abilities of creatures you control cost
less to activate, where X is Agatha's power. This effect can't reduce the mana in that cost to less than one mana.
: Other creatures you control get +1/+1 and gain trample and haste until end of turn.
Legendary Creature - Human Warlock
Agatha of the Vile Cauldron (woe) 199
Avatar Roku, Firebender
Whenever a player attacks, add six
. Until end of combat, you don't lose this mana as steps end.
: Target creature gets +3/+0 until end of turn.
Legendary Creature - Human Avatar
Avatar Roku, Firebender (tle) 112
Biomancer's Familiar
Activated abilities of creatures you control cost
less to activate. This effect can't reduce the mana in that cost to less than one mana.
: The next time target creature adapts this turn, it adapts as though it had no +1/+1 counters on it.
Creature - Mutant
Biomancer's Familiar (rna) 158
Elrond, Moon-Reader
Whenever you activate an ability of a creature, draw a card. This ability triggers only once each turn.
: Exile up to two other target nonland permanents you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Legendary Creature - Elf Noble
Elrond, Moon-Reader (hob) 36
Faerie Mastermind
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
Creature - Rogue Faerie
Faerie Mastermind (mom) 352
Flamekin Spitfire
: This creature deals 1 damage to any target.
Creature - Elemental Shaman
Flamekin Spitfire (lrw) 168
Freestrider Lookout
Reach
Whenever you commit a crime, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Creature - Human Rogue
Freestrider Lookout (otj) 163
Gogo, Master of Mimicry
,
: Copy target activated or triggered ability you control X times. You may choose new targets for the copies. This ability can't be copied and X can't be 0. (Mana abilities can't be targeted.)
Legendary Creature - Wizard
Gogo, Master of Mimicry (fin) 377
Kumano, Master Yamabushi
: Kumano deals 1 damage to any target.
If a creature dealt damage by Kumano this turn would die, exile it instead.
Legendary Creature - Human Shaman
Kumano, Master Yamabushi (chk) 176
Lesser Masticore
As an additional cost to cast this spell, discard a card.
: This creature deals 1 damage to target creature.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature Artifact - Masticore
Lesser Masticore (mh1) 225
Loki, God of Mischief
Whenever a player or permanent becomes the target of an ability you control, draw a card. This ability triggers only once each turn.
Legendary Creature - Villain God Sorcerer
Loki, God of Mischief (msh) 343
Nin, the Pain Artist
,
: Nin deals X damage to target creature. That creature's controller draws X cards.
Legendary Creature - Wizard Vedalken
Nin, the Pain Artist (plst) C17-183
Niv-Mizzet, Dracogenius
Flying
Whenever Niv-Mizzet deals damage to a player, you may draw a card.
: Niv-Mizzet deals 1 damage to any target.
Legendary Creature - Wizard Dragon
Niv-Mizzet, Dracogenius (c17) 184
Olivia's Attendants
Menace
Whenever this creature deals damage, create that many Blood tokens. (They're artifacts with "
,
, Discard a card, Sacrifice this token: Draw a card.")
: This creature deals 1 damage to any target.
Creature - Vampire
Olivia's Attendants (vow) 307
Omen Hawker
: Add
. Spend this mana only to activate abilities.
Creature - Advisor Octopus
Omen Hawker (mom) 70
Realm-Scorcher Hellkite
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
Flying, haste
When this creature enters, if it was bargained, add four mana in any combination of colors.
: This creature deals 1 damage to any target.
Creature - Dragon
Realm-Scorcher Hellkite (woe) 145
Redshift, Rocketeer Chief
Vigilance
: Add X mana of any one color, where X is Redshift's power. Spend this mana only to activate abilities.
Exhaust —
: Put any number of permanent cards from your hand onto the battlefield. (Activate each exhaust ability only once.)
Legendary Creature - Goblin Pilot
Redshift, Rocketeer Chief (dft) 366
Saryth, the Viper's Fang
Other tapped creatures you control have deathtouch.
Other untapped creatures you control have hexproof.
,
: Untap another target creature or land you control.
Legendary Creature - Human Warlock
Saryth, the Viper's Fang (mkc) 185
Seedborn Muse
Untap all permanents you control during each other player's untap step.
Creature - Spirit
Seedborn Muse (tdc) 268
Shang-Chi, Master of Kung Fu
You may activate abilities of creatures you control as though those creatures had haste.
: Add two mana of any one color. Spend this mana only to activate abilities of creature sources.
Legendary Creature - Human Warrior Hero
Shang-Chi, Master of Kung Fu (msh) 187
Siege-Gang Lieutenant
Lieutenant — At the beginning of combat on your turn, if you control your commander, create two 1/1 red Goblin creature tokens. Those tokens gain haste until end of turn.
, Sacrifice a Goblin: This creature deals 1 damage to any target.
Creature - Goblin
Siege-Gang Lieutenant (plst) M3C-113
Skarrgan Hellkite
Riot (This creature enters with your choice of a +1/+1 counter or haste.)
Flying
: This creature deals 2 damage divided as you choose among one or two targets. Activate only if this creature has a +1/+1 counter on it.
Creature - Dragon
Skarrgan Hellkite (tdc) 233
Thrasios, Triton Hero
: Scry 1, then reveal the top card of your library. If it's a land card, put it onto the battlefield tapped. Otherwise, draw a card.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Wizard Merfolk
Thrasios, Triton Hero (c16) 46
Walking Ballista
This creature enters with X +1/+1 counters on it.
: Put a +1/+1 counter on this creature.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
Creature Artifact - Construct
Walking Ballista (fic) 371
Willbreaker
Whenever a creature an opponent controls becomes the target of a spell or ability you control, gain control of that creature for as long as you control this creature.
Creature - Human Wizard
Willbreaker (ori) 84

Creature

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Enchantment

Qty: 6 Price: $87.94
Bear Umbra
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Bear Umbra (woc) 121
Gimli's Reckless Might
Creatures you control have haste.
Formidable — Whenever you attack, if creatures you control have total power 8 or greater, target attacking creature you control fights up to one target creature you don't control.
Enchantment
Gimli's Reckless Might (ltc) 494
Nature's Will
Whenever one or more creatures you control deal combat damage to a player, tap all lands that player controls and untap all lands you control.
Enchantment
Nature's Will (chk) 230
Pyrohemia
At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment.
: This enchantment deals 1 damage to each creature and each player.
Enchantment
Pyrohemia (plst) PLC-119
The Legend of Roku
(As this Saga enters and after your draw step, add a lore counter.)
I — Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
II — Add one mana of any color.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga
The Legend of Roku // Avatar Roku (tla) 145The Legend of Roku // Avatar Roku (tla) 145
Training Grounds
Activated abilities of creatures you control cost
less to activate. This effect can't reduce the mana in that cost to less than one mana.
Enchantment
Training Grounds (mat) 9

Enchantment

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Instant

Qty: 14 Price: $304.88
Collective Resistance
Escalate
(Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target artifact.
• Destroy target enchantment.
• Target creature gains hexproof and indestructible until end of turn.
Instant
Collective Resistance (mh3) 147
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rvr) 313
Defend the Rider
Choose one —
• Target permanent you control gains hexproof and indestructible until end of turn.
• Create a 1/1 colorless Pilot creature token with "This token saddles Mounts and crews Vehicles as though its power were 2 greater."
Instant
Defend the Rider (dft) 157
Deflecting Swat
If you control a commander, you may cast this spell without paying its mana cost.
You may choose new targets for target spell or ability.
Instant
Deflecting Swat (cmm) 214
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (cmm) 94
Force of Vigor
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.
Destroy up to two target artifacts and/or enchantments.
Instant
Force of Vigor (mar) 77
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (cmm) 295
Khalni Ambush
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Instant
Khalni Ambush // Khalni Territory (znr) 192Khalni Ambush // Khalni Territory (znr) 192
Moonmist
Transform all Humans. Prevent all combat damage that would be dealt this turn by creatures other than Werewolves and Wolves. (Only double-faced cards can be transformed.)
Instant
Moonmist (plst) ISD-195
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Spikefield Hazard
Spikefield Hazard deals 1 damage to any target. If a permanent dealt damage this way would die this turn, exile it instead.
Instant
Spikefield Hazard // Spikefield Cave (znr) 166Spikefield Hazard // Spikefield Cave (znr) 166
Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tamiyo's Safekeeping (neo) 211
The Last Agni Kai
Target creature you control fights target creature an opponent controls. If the creature the opponent controls is dealt excess damage this way, add that much
.
Until end of turn, you don't lose unspent red mana as steps and phases end.
Instant
The Last Agni Kai (tla) 144
Tyvar's Stand
Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tyvar's Stand (soc) 291

Instant

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Land

Qty: 33 (36 w/ MDFC)Price: $507.57
Arena of Glory
This land enters tapped unless you control a Mountain.
: Add
.
,
, Exert this land: Add
. If any of that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)
Land
Arena of Glory (mh3) 215
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.
Legendary Land
Boseiju, Who Endures (neo) 266
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (eoe) 251
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 234
Desert
: Add
.
: This land deals 1 damage to target attacking creature. Activate only during the end of combat step.
Land - Desert
Desert (afc) 233
Fire Nation Palace
This land enters tapped unless you control a basic land.
: Add
.
,
: Target creature you control gains firebending 4 until end of turn. (Whenever it attacks, add
. This mana lasts until end of combat.)
Land
Fire Nation Palace (tla) 268
Forest
(
: Add
.)
Basic Land - Forest
Forest (lci) 291
Gruul Turf
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Gruul Turf (ecc) 152
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (msc) 250
Island
(
: Add
.)
Basic Land - Island
Island (lci) 288
Izzet Boilerworks
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Izzet Boilerworks (m3c) 350
Karplusan Forest
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Karplusan Forest (eoc) 164
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 438
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (lci) 290
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Rejuvenating Springs
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Rejuvenating Springs (msc) 488
Riverpyre Verge
: Add
.
: Add
. Activate only if you control an Island or a Mountain.
Land
Riverpyre Verge (dft) 260
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (msc) 489
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 439
Shivan Reef
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Shivan Reef (soc) 404
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (tmc) 75
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (ecl) 267
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (eoe) 258
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (msc) 269
Thornspire Verge
: Add
.
: Add
. Activate only if you control a Mountain or a Forest.
Land
Thornspire Verge (dsk) 270
Willowrush Verge
: Add
.
: Add
. Activate only if you control a Forest or an Island.
Land
Willowrush Verge (dft) 270
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 441
Yavimaya Coast
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Yavimaya Coast (soc) 425
Yavimaya Hollow
: Add
.
,
: Regenerate target creature.
Legendary Land
Yavimaya Hollow (uds) 143
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (m3c) 409

Land

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Sorcery

Qty: 11 Price: $48.39
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (pip) 993
Bushwhack
Choose one —
• Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
• Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Bushwhack (fdn) 215
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Cultivate (msc) 172
Hidden Strings
You may tap or untap target permanent, then you may tap or untap another target permanent.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
Hidden Strings (dgm) 12
Irresistible Prey
Target creature must be blocked this turn if able.
Draw a card.
Sorcery
Irresistible Prey (jmp) 406
Kodama's Reach
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery - Arcane
Kodama's Reach (ecc) 113
Lórien Revealed
Draw three cards.
Islandcycling
(
, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Sorcery
Lórien Revealed (ltr) 60
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (msc) 177
Roar of Challenge
All creatures able to block target creature this turn do so.
Ferocious — That creature gains indestructible until end of turn if you control a creature with power 4 or greater.
Sorcery
Roar of Challenge (j22) 720
Sozin's Comet
Each creature you control gains firebending 5 until end of turn. (Whenever it attacks, add
. This mana lasts until end of combat.)
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery
Sozin's Comet (ptla) 154s
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (msc) 181

Sorcery

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Maybeboard

Qty: 2 Price: $49.98
Ketria Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Mountain Forest
Ketria Triome (iko) 250
Training Center
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Training Center (cmm) 434

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 6 cards
22 pips - 18 cards
24 mana - 20 cards
0 pips - 0 cards
0 mana - 6 cards
32 pips - 21 cards
42 mana - 24 cards
32 pips - 26 cards
27 mana - 23 cards
0 pips - 0 cards
10 mana - 8 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Bruce Banner // The Incredible Hulk Primer"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Concept"},{"insert":"\nThis is a Temur "},{"attributes":{"bold":true},"insert":"activated-ability and combat-engine deck"},{"insert":" built around using both sides of Bruce Banner // The Incredible Hulk.\nMost Hulk decks lean heavily into the obvious plan: damage Hulk, trigger extra combats, make him enormous, and win through combat.\nThis build instead treats Hulk as part of a broader engine. Combat creates mana and value, while activated abilities turn those resources into cards, removal, utility, and additional Hulk triggers.\nThe result is a deck that can still win by smashing people with Hulk, but is much less one-dimensional than a conventional combat build.\n"},{"attributes":{"bold":true},"insert":"Compared to the Common Build"},{"insert":"\nTypical Hulk lists tend to emphasize self-damage, forced blocks, fight effects, haste, combat buffs, and straightforward extra-combat payoffs.\nThis list uses some of those tools, but devotes much more space to:\nactivated abilities"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"cost reduction"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"restricted mana sources"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"repeatable pingers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"combat-based mana generation"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"utility creatures that scale with excess mana"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The important distinction is that extra combats are not merely a way to attack again. They also retrigger the deck’s mana and combat engines.\n"},{"attributes":{"bold":true},"insert":"Bruce Banner"},{"insert":"\nBruce is useful long before transforming.\nHis activated ability gives the deck a scalable mana sink and source of card advantage, which fits naturally with Training Grounds, Biomancer’s Familiar, Agatha of the Vile Cauldron, and the rest of the activated-ability package.\nThere is no need to transform immediately. Bruce can quietly generate value while the deck develops its infrastructure.\nOnce the board is ready, Hulk becomes the more explosive half.\n"},{"attributes":{"bold":true},"insert":"Activated Abilities"},{"insert":"\nThe activated-ability package is the real backbone of the deck.\nTraining Grounds, Biomancer’s Familiar, Agatha, Omen Hawker, The Enigma Jewel, Agatha’s Soul Cauldron, Gogo, and related cards make expensive abilities much easier to exploit.\nThis lets the deck use cards that would normally be too mana-intensive as repeatable engines.\nRestricted mana is especially valuable here. Mana that can only be spent on abilities is barely restrictive when so much of the deck is built around activated effects.\n"},{"attributes":{"bold":true},"insert":"Pingers"},{"insert":"\nThe pingers connect the activated-ability shell to Hulk.\nFlamekin Spitfire, the Masticores, Walking Ballista, Niv-Mizzet, Kumano, Skarrgan Hellkite, Olivia’s Attendants, and similar cards can either damage Hulk or interact with opposing creatures and players.\nThat flexibility matters.\nA pinger is not a dead combo piece when Hulk is absent. It can still provide removal, chip damage, or utility.\nBasilisk Collar dramatically increases the threat of repeatable damage, while Willbreaker can turn targeted damage into creature theft.\n"},{"attributes":{"bold":true},"insert":"Combat as a Resource"},{"insert":"\nBear Umbra, Nature’s Will, Sword of Feast and Famine, The Reaver Cleaver, Avatar Roku, and similar effects reward attacking with mana, Treasure, or land untaps.\nThis is where Hulk becomes especially valuable.\nAn additional combat does not just mean another attack. It can also mean another round of mana generation, another set of attack triggers, and another opportunity to use the activated-ability engine.\nThat makes combat itself part of the deck’s economy rather than merely its win condition.\n"},{"attributes":{"bold":true},"insert":"Extra Combats"},{"insert":"\nHulk remains a legitimate primary threat.\nHe is huge, has trample, grows when damaged, and untaps when his enrage ability triggers during combat.\nForced-block and lure effects such as Lure, Roar of Challenge, and Irresistible Prey provide additional ways to exploit his combat trigger even without a dedicated pinger.\nBecause the rest of the deck benefits from attacking, every extra combat tends to produce more than just damage.\n"},{"attributes":{"bold":true},"insert":"Board Control"},{"insert":"\nOne of the strengths of the build is that much of its interaction lives on reusable permanents.\nPingers can remove small creatures, become lethal with deathtouch, or work with Willbreaker to steal opposing creatures.\nThis gives the deck meaningful things to do with excess mana even when Hulk is not attacking.\nThe same engines that help enable the commander also help control the table.\n"},{"attributes":{"bold":true},"insert":"Protection"},{"insert":"\nHulk naturally attracts removal, so the deck contains a substantial protection package.\nDarksteel Plate, Mithril Coat, Swiftfoot Boots, Heroic Intervention, Tamiyo’s Safekeeping, Tyvar’s Stand, Deflecting Swat, Fierce Guardianship, and similar cards help protect both Hulk and the surrounding engine.\nIndestructibility is particularly useful because the deck actively wants Hulk to take damage.\n"},{"attributes":{"bold":true},"insert":"Winning"},{"insert":"\nHulk is still the most obvious finisher.\nRepeated combats quickly turn an already enormous trampler into a lethal commander-damage threat.\nThe deck can also win through repeatable activated damage, accumulated value from combat engines, or simply overwhelming opponents with mana and board control.\nThe key advantage is that removing Hulk does not completely shut the deck off. The activated-ability shell remains functional and can continue generating value until the commander returns.\n"},{"attributes":{"bold":true},"insert":"Mulligans"},{"insert":"\nGood opening hands generally want reliable Temur mana, early acceleration, and at least one useful engine or mana sink.\nThere is no need to force an early transformation.\nThe best starts usually develop mana and activated-ability support first, then bring Hulk online once there is a meaningful way to exploit him.\n"},{"attributes":{"bold":true},"insert":"Sequencing"},{"insert":"\nThe deck rewards patience and planning.\nTransforming too early can expose Hulk without gaining much value. Holding him back until there is protection, a pinger, or a combat payoff usually produces much stronger turns.\nActivated abilities also create a lot of small sequencing decisions. Mana can be spent on removal, cards, damage, or setup, and using the wrong ability at the wrong time can reduce the ceiling of the turn.\n"},{"attributes":{"bold":true},"insert":"Strengths"},{"insert":"\nThe deck has excellent internal overlap.\nIts pingers are both enablers and removal. Its mana engines support both normal spells and activated abilities. Its activated-ability support works across a large portion of the deck. Its combat cards help Hulk without requiring the entire list to become Voltron.\nMost importantly, it is much less dependent on one linear combat plan than a typical Hulk build.\n"},{"attributes":{"bold":true},"insert":"Weaknesses"},{"insert":"\nSome engine pieces are modest when drawn alone, and the deck becomes much stronger when several systems overlap.\nIt can also be mana-hungry before its reducers and combat engines come online.\nEffects that prevent combat, repeatedly remove Hulk, or shut off activated abilities can slow the deck significantly.\nThe list also has a relatively high sequencing burden because many cards can serve multiple roles.\n"},{"attributes":{"bold":true},"insert":"Summary"},{"insert":"\nThis is not simply a Hulk extra-combat deck.\nIt is a Temur engine deck where "},{"attributes":{"bold":true},"insert":"combat, mana, and activated abilities all support one another"},{"insert":".\nBruce provides value while the deck develops. Hulk turns the established engine into an explosive threat. The pingers and utility creatures remain useful whether or not the commander is currently attacking.\nThe result is a Hulk deck that can smash people very effectively without needing to make smashing people its only plan.\n\n"}]}
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