rkhart
430 views9 days ago
Commander
Size: 100Salt sum: 44.21
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Artifact
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

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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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.)
: 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


Artifact
(CTRL to add secondary)
Creature
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.
: Other creatures you control get +1/+1 and gain trample and haste until end of turn.
Legendary Creature - Human Warlock

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.
: 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

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.)
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

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.)
: 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

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.)
: 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

Creature
(CTRL to add secondary)
Enchantment
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.
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


Enchantment
(CTRL to add secondary)
Instant
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

Instant
(CTRL to add secondary)
Land
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.
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

Land
(CTRL to add secondary)
Sorcery
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.)
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

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.)
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

Sorcery
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
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"}]}

























































































