Zorn_
618 views4 months ago
Commander
Size: 101Salt sum: 71.2
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"I can’t get this deck to work as desired. It struggles to put win cons together in a timely nanner.\n\nThis deck only needs two cards, really. Hulk & Caltrops\n\nCombos\n-Caltrops goes infinite by dealing one damage to Hulk every time he attacks. \n-Bear Umbra and Desert go infinite too.\n-Pyrohemia is our third best win con. We only need 9 combats to kill the table with commander damage. This can be achieved with good old fashioned tapping for mana, or by comboing with Enduring Vitality or Fire Nation Palace.\n\nRamp\nThis deck wants to go fast! Our goal is to have a turn one Hulk or a turn two with haste. Luckily, we’re in red which has a ton of fast mana. Green ramp too, duh. Still testing this out, mana fixing is the greatest challenge.\n\nTutors\nCaltrops is our main win con so we’re running as many artifact tutors as possible. We need very specific cards to win so we are investing in tutors far more than regular card draw.\n\nProtection\nSince our win con revolves completely around Caltrops we are going to need plenty of protection. We are running some redundancy but a single exile spell could completely shut us down . I personally prefer preventative measures like Hexing Squelcher or Cavern of Souls. Luckily we are in blue so we can include all the free counter spells as well.\n\nHaste/Flash\nAgain, this deck wants to go fast, haste and flash can be helpful. Hulk has pseudo haste if cast as Bruce the turn before. This is obviously risky but it may be a viable strat. We are only running a few pieces of redundancy but that’s because we are mostly investing in ramp and protection. It’s unlikely we will ever be able to drop Caltrops on a hasty turn one Hulk. We want to go fast but not at the risk of not protecting our win con. This isn’t Etali, we need to be able to attack to win.\n\nEvasion\nDon’t need it. Hulk has trample. We plan on smashing face on turn two. Even if one opponent can block and kill Hulk, we can always smash the other two opponents, further buffing Hulk. If we hit our other two opponents six times Hulk will be a 14/14 with 6 points of damage. Hopefully this will be enough . Deathtouching blockers are pretty rare in cEDH so I’m not too worried about getting shut down in that way.\n\nI’m still in the testing phases of this deck since the card hasn’t even been released yet but I anticipate that it will be a powerful contender. I’m especially excited about Hulk as a cEDH commander specifically since winning through combat damage is rare and generally not viable.\n"}]}
Combo Pieces
(Ctrl to add secondary)
Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Draw
(Ctrl to add secondary)
Extra Turns
(Ctrl to add secondary)
Flash Enablers
(Ctrl to add secondary)
Haste Enablers
(Ctrl to add secondary)
Land
(Ctrl to add secondary)
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

Land Ramp
(Ctrl to add secondary)
Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant

Protection
(Ctrl to add secondary)
Ramp
(Ctrl to add secondary)
Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Recursion
(Ctrl to add secondary)
Goblin Engineer
When this creature enters, you may search your library for an artifact card, put it into your graveyard, then shuffle.
, , Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
, , Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
Creature - Goblin Artificer

Iron Man, Titan of Innovation
Flying, haste
Genius Industrialist — Whenever Iron Man attacks, create a Treasure token, then you may sacrifice a noncreature artifact. If you do, search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it onto the battlefield tapped, then shuffle.
Genius Industrialist — Whenever Iron Man attacks, create a Treasure token, then you may sacrifice a noncreature artifact. If you do, search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it onto the battlefield tapped, then shuffle.
Legendary Creature Artifact - Human Hero

Tezzeret the Seeker
+1: Untap up to two target artifacts.
−X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
−5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
−X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
−5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
Legendary Planeswalker - Tezzeret

Transmute Artifact
Sacrifice an artifact. If you do, search your library for an artifact card. If that card's mana value is less than or equal to the sacrificed artifact's mana value, put it onto the battlefield. If it's greater, you may pay , where X is the difference. If you do, put it onto the battlefield. If you don't, put it into its owner's graveyard. Then shuffle.
Sorcery

Tutor
(Ctrl to add secondary)
Avengers Tower
: Add .
: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
, : Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
, : Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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

Dragon's Rage Channeler
Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Delirium — As long as there are four or more card types among cards in your graveyard, this creature gets +2/+2, has flying, and attacks each combat if able.
Delirium — As long as there are four or more card types among cards in your graveyard, this creature gets +2/+2, has flying, and attacks each combat if able.
Creature - Human Shaman

Emry, Lurker of the Loch
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
Legendary Creature - Wizard Merfolk

Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Legolas's Quick Reflexes
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Untap target creature. Until end of turn, it gains reach, hexproof, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Untap target creature. Until end of turn, it gains reach, hexproof, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Instant

Ragavan, Nimble Pilferer
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Legendary Creature - Pirate Monkey

Maybeboard
(Ctrl to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"I can’t get this deck to work as desired. It struggles to put win cons together in a timely nanner.\n\nThis deck only needs two cards, really. Hulk & Caltrops\n\nCombos\n-Caltrops goes infinite by dealing one damage to Hulk every time he attacks. \n-Bear Umbra and Desert go infinite too.\n-Pyrohemia is our third best win con. We only need 9 combats to kill the table with commander damage. This can be achieved with good old fashioned tapping for mana, or by comboing with Enduring Vitality or Fire Nation Palace.\n\nRamp\nThis deck wants to go fast! Our goal is to have a turn one Hulk or a turn two with haste. Luckily, we’re in red which has a ton of fast mana. Green ramp too, duh. Still testing this out, mana fixing is the greatest challenge.\n\nTutors\nCaltrops is our main win con so we’re running as many artifact tutors as possible. We need very specific cards to win so we are investing in tutors far more than regular card draw.\n\nProtection\nSince our win con revolves completely around Caltrops we are going to need plenty of protection. We are running some redundancy but a single exile spell could completely shut us down . I personally prefer preventative measures like Hexing Squelcher or Cavern of Souls. Luckily we are in blue so we can include all the free counter spells as well.\n\nHaste/Flash\nAgain, this deck wants to go fast, haste and flash can be helpful. Hulk has pseudo haste if cast as Bruce the turn before. This is obviously risky but it may be a viable strat. We are only running a few pieces of redundancy but that’s because we are mostly investing in ramp and protection. It’s unlikely we will ever be able to drop Caltrops on a hasty turn one Hulk. We want to go fast but not at the risk of not protecting our win con. This isn’t Etali, we need to be able to attack to win.\n\nEvasion\nDon’t need it. Hulk has trample. We plan on smashing face on turn two. Even if one opponent can block and kill Hulk, we can always smash the other two opponents, further buffing Hulk. If we hit our other two opponents six times Hulk will be a 14/14 with 6 points of damage. Hopefully this will be enough . Deathtouching blockers are pretty rare in cEDH so I’m not too worried about getting shut down in that way.\n\nI’m still in the testing phases of this deck since the card hasn’t even been released yet but I anticipate that it will be a powerful contender. I’m especially excited about Hulk as a cEDH commander specifically since winning through combat damage is rare and generally not viable.\n"}]}









































































































































