TheStoriedCommander
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Commander
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Commander
Jenny, Generated Anomaly
Double strike
Whenever Jenny deals combat damage to a player, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Whenever Jenny deals combat damage to a player, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Legendary Creature - Soldier Time Lord

Commander
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Alt Wincon
Alt Wincon
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Draw
Araña, Heart of the Spider
Whenever you attack, put a +1/+1 counter on target attacking creature.
Whenever a modified creature you control deals combat damage to a player, exile the top card of your library. You may play that card this turn. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, exile the top card of your library. You may play that card this turn. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature - Human Spider Hero

Chimil, the Inner Sun
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Artifact

Elspeth Resplendent
+1: Choose up to one target creature. Put a +1/+1 counter and a counter from among flying, first strike, lifelink, or vigilance on it.
−3: Look at the top seven cards of your library. You may put a permanent card with mana value 3 or less from among them onto the battlefield with a shield counter on it. Put the rest on the bottom of your library in a random order.
−7: Create five 3/3 white Angel creature tokens with flying.
−3: Look at the top seven cards of your library. You may put a permanent card with mana value 3 or less from among them onto the battlefield with a shield counter on it. Put the rest on the bottom of your library in a random order.
−7: Create five 3/3 white Angel creature tokens with flying.
Legendary Planeswalker - Elspeth

Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Lightning, Security Sergeant
Menace (This creature can't be blocked except by two or more creatures.)
Whenever Lightning deals combat damage to a player, exile the top card of your library. You may play that card for as long as you control Lightning.
Whenever Lightning deals combat damage to a player, exile the top card of your library. You may play that card for as long as you control Lightning.
Legendary Creature - Human Soldier

Love Song of Night and Day
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — You and target opponent each draw two cards.
II — Create a 1/1 white Bird creature token with flying.
III — Put a +1/+1 counter on each of up to two target creatures.
I — You and target opponent each draw two cards.
II — Create a 1/1 white Bird creature token with flying.
III — Put a +1/+1 counter on each of up to two target creatures.
Enchantment - Saga

Sibylline Soothsayer
Temporal Foresight — When this creature enters, reveal cards from the top of your library until you reveal a nonland card with mana value 3 or greater. Exile that card with three time counters on it. If it doesn't have suspend, it gains suspend. Put the rest of the revealed cards on the bottom of your library in a random order.
Creature - Human Warlock

Wheel of Fate
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Each player discards their hand, then draws seven cards.
Each player discards their hand, then draws seven cards.
Sorcery

Draw
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Flavor Phone
Flavor Phone
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Jenny's Gym Friends
Akroma, Vision of Ixidor
Flying, first strike, vigilance, trample
At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner.
Partner
At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner.
Partner
Legendary Creature - Angel

Gisela, Blade of Goldnight
Flying, first strike
If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.
If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.
If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
Legendary Creature - Angel

Karlach, Fury of Avernus
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Barbarian Tiefling

Lightning, Army of One
First strike, trample, lifelink
Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
Legendary Creature - Human Soldier

Jenny's Gym Friends
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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

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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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Prot
Breathkeeper Seraph
Flying, soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Breathkeeper Seraph is paired with another creature, each of those creatures has "When this creature dies, you may return it to the battlefield under its owner's control at the beginning of your next upkeep."
As long as Breathkeeper Seraph is paired with another creature, each of those creatures has "When this creature dies, you may return it to the battlefield under its owner's control at the beginning of your next upkeep."
Creature - Angel

Karmic Guide
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit

Prot
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Ramp
Chandra, Dressed to Kill
+1: Add . Chandra deals 1 damage to up to one target player or planeswalker.
+1: Exile the top card of your library. If it's red, you may cast it this turn.
−7: Exile the top five cards of your library. You may cast red spells from among them this turn. You get an emblem with "Whenever you cast a red spell, this emblem deals X damage to any target, where X is the amount of mana spent to cast that spell."
+1: Exile the top card of your library. If it's red, you may cast it this turn.
−7: Exile the top five cards of your library. You may cast red spells from among them this turn. You get an emblem with "Whenever you cast a red spell, this emblem deals X damage to any target, where X is the amount of mana spent to cast that spell."
Legendary Planeswalker - Chandra

Chandra, Flameshaper
+2: Add . Exile the top three cards of your library. Choose one. You may play that card this turn.
+1: Create a token that's a copy of target creature you control, except it has haste and "At the beginning of the end step, sacrifice this token."
−4: Chandra deals 8 damage divided as you choose among any number of target creatures and/or planeswalkers.
+1: Create a token that's a copy of target creature you control, except it has haste and "At the beginning of the end step, sacrifice this token."
−4: Chandra deals 8 damage divided as you choose among any number of target creatures and/or planeswalkers.
Legendary Planeswalker - Chandra

Dazzling Theater
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Glimpse the Impossible
Exile the top three cards of your library. You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them into your graveyard, then create a 0/1 colorless Eldrazi Spawn creature token for each card put into your graveyard this way. Those tokens have "Sacrifice this token: Add ."
Sorcery

Lotus Bloom
Suspend 3— (Rather than cast this card from your hand, pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
, Sacrifice this artifact: Add three mana of any one color.
, Sacrifice this artifact: Add three mana of any one color.
Artifact

Mox Tantalite
Suspend 3— (Rather than cast this card from your hand, pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
: Add one mana of any color.
: Add one mana of any color.
Artifact

Rousing Refrain
Add for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Ramp
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Removal
The Eternal Wanderer
No more than one creature can attack The Eternal Wanderer each combat.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
Legendary Planeswalker

The Legend of Yangchen
(As this Saga enters and after your draw step, add a lore counter.)
I — Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II — You may have target opponent draw three cards. If you do, draw three cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II — You may have target opponent draw three cards. If you do, draw three cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Removal
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Can you step into Magic's hottest night club and track down the elusive "},{"insert":{"card-link":"Jenny, Generated Anomaly"}},{"insert":" before the night is over, or will daybreak thwart your dreams of running off into space with your dream girl? \n\nFor this month's contest, I'm taking inspiration from the song \"8675309/Jenny\" by Tommy Tutone. This deck only utilizes cards with mana values 8, 6, 7, 5, 3, 0, and 9. You may be saying to yourself, "},{"insert":{"card-link":"Jenny, Generated Anomaly"}},{"insert":" has an MV of 4, and that is true. But, the deck has a second restriction. The player can't cast Jenny until you've 'played' a spell with a mana value corresponding to each digit in her phone number. After achieving that, you will have found out her full phone number and can call her to the battlefield. \nI've included two primers below. The first will detail how the deck functions as a stand alone commander deck, i.e. how to win your actual game of commander. While, the second will dive more into the flavor and reasoning behind the cards and curve, i.e. how to meet the success condition of this deck. \n\n*cards with a light purple color tag denote an alternative casting cost\n\n"},{"attributes":{"bold":true},"insert":"Deck Primer:"},{"insert":"\nFor your opening hand, you're looking for:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" At least three lands to ensure you can hit the ground running on turn three"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":" A strong three drop to start your battlefield"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":" A zero drop or alternative cast cost to let us do more than one game action by turn three"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"The last two slots can be flexible, but a form of card draw or removal would be ideal."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"With no 1 or 2 drops at our disposal, we aren't looking like your typical Boros Aggro deck, but that doesn't mean we're twiddling our thumbs in the early game. All of our three drops are going to pack a punch to keep us on par with the other players (except the phone, but sometimes you need a bit of fat for flavor). Additionally, with nine 0 drops in the deck, there is a high chance of benefitting from them early on and launching us forward. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flush with a healthy amount of wraths like "},{"insert":{"card-link":"Descend upon the Sinful"}},{"insert":", we'll clear the way until we've generated enough mana to start swinging in with our big guns. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Equipped with a combat package including double damage effects like "},{"insert":{"card-link":"Gisela, Blade of Goldnight"}},{"insert":", keyword pump from "},{"insert":{"card-link":"Akroma, Vision of Ixidor"}},{"insert":", +1/+1 counter generators like "},{"insert":{"card-link":"Araña, Heart of the Spider"}},{"insert":" , and combat doublers like "},{"insert":{"card-link":"Karlach, Fury of Avernus"}},{"insert":", we'll ensure that our combats are regularly taking out large chunks of our opponents' life totals. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"In order to survive to the late game and recover properly from our opponents' wraths, our cheaper protection drops like "},{"insert":{"card-link":"Thalia, Heretic Cathar"}},{"insert":" will slow the opponent down as we catch up from their one and two drops, while the bulkier end of our mana curve will provide reanimation like "},{"insert":{"card-link":"Reya Dawnbringer"}},{"insert":" and protection like "},{"insert":{"card-link":"Serra's Emissary"}},{"insert":" to keep the club pumping. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"While the deck has strict restrictions in its mana value, we can overcome this hurdle by taking advantage of alternative casting costs to help smooth out the ride. We have some miracle draw in "},{"insert":{"card-link":"Reforge the Soul"}},{"insert":" (bonus to get things into the graveyard for some later reanimation), warping reanimation from "},{"insert":{"card-link":"Astelli Reclaimer"}},{"insert":" morph with "},{"insert":{"card-link":"Akroma, Angel of Fury"}},{"insert":" , suspend cards like"},{"insert":{"card-link":"Rousing Refrain"}},{"insert":" , fused cards allowing either side to be cast"},{"insert":{"card-link":"Gallifrey Falls // No More"}},{"insert":" , rooms for a similar effect"},{"insert":{"card-link":"Dazzling Theater // Prop Room"}},{"insert":" , split cards for half the price and double the effect"},{"insert":{"card-link":"Dusk // Dawn"}},{"insert":", free spells like "},{"insert":{"card-link":"Simian Spirit Guide"}},{"insert":", reduced cost cards like"},{"insert":{"card-link":"Hour of Revelation"}},{"insert":", and cycling with "},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":", etc."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We have one alt win-con in the deck in the form of "},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":". It comes with the added bonus that if anyone at the table gets salty from an \"ASS\" win, you can commiserate with them by saying that you may have won, but your dream girl got away as dawn broke. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Notably, this deck does not make much use of our commander because of the self-imposed restriction of not being able to \"call\"/cast Jenny until you've assembled her phone number. However, should you choose to play without that restriction, Jenny makes a great addition to the early-mid game. If you can get her down on turn three or earlier, then she can start exploring and becoming a major threat your opponents have to take care of, and they will be left with less resources to deal with our bulkier drops later in the game. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Flavor Primer: "},{"insert":"\nI decided to go with the restriction of 8675309 for two reasons. Firstly, eliminating 1, 2, and 4 drops would severely hinder the normal deck building blueprint, allowing for more creative choices to emerge from the wood works. You can't just use sol ring, arcane signet, boros signet, talisman of conviction etc. to help ramp you or esper sentinel, trouble in pairs, wedding ring, the one ring etc. for some early-mid game card advantage. But, secondly, this restriction allows for the mana curve itself to become part of the deck's story and game experience."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Breaking from the Tommy Tutone song a bit, I envisioned the story of this deck being the player having to interact with various \"friends\" of Jenny's in order to gain clues as to how to contact this elusive mystery girl. Performing a game action with a card (casting, cycling, split casting, warping, suspending etc.) will give you the digit of Jenny's phone number equal to the card's mana value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" For instance, casting "},{"insert":{"card-link":"Taurean Mauler"}},{"insert":" will count as gaining the 3 in Jenny's phone number because Taurean Mauler's MV is 3."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":" Flavor-wise, this could be you interacting with the DJ at the club and trying to find out any more leads like who Jenny was hanging out with etc. "},{"attributes":{"indent":2,"list":"bullet"},"insert":"\n"},{"insert":"Additionally, alternative casting costs still check off the MV of the card, for example: "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Plainscycling "},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":" would net you the 7 in Jenny's phone number"},{"attributes":{"indent":2,"list":"bullet"},"insert":"\n"},{"insert":"Casting the No More side of"},{"insert":{"card-link":"Gallifrey Falls // No More"}},{"insert":" for 3 would still grant you the number 9. "},{"attributes":{"indent":2,"list":"bullet"},"insert":"\n"},{"insert":"Once the player has obtained all 7 digits, then the player can call up Jenny to the battlefield completing the success condition. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Except for three drops (which are more prevalent to ensure functionality), I tried to keep around an even amount of each mana value in the 99. This will help ensure that you get access to each of the 7 needed mana values during a game to complete the success condition. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"While holding the cards in your hands, I wanted the player to feel like they were painting the town red and trying to find their dream girl that just left. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"To bring that to life, we needed to start in a club, so I included cards like "},{"insert":{"card-link":"Taurean Mauler"}},{"insert":" , "},{"insert":{"card-link":"Thespian's Stage"}},{"insert":" ,"},{"insert":{"card-link":"City of Brass"}},{"insert":" , "},{"insert":{"card-link":"Plains"}},{"insert":" ,"},{"insert":{"card-link":"Mountain"}},{"insert":" ,"},{"insert":{"card-link":"Elspeth Resplendent"}},{"insert":", "},{"insert":{"card-link":"Secluded Courtyard"}},{"insert":" , "},{"insert":{"card-link":"Rousing Refrain"}},{"insert":" "},{"insert":{"card-link":"Command Tower"}},{"insert":" ,"},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":"etc to give off that vibe. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Once inside the nightclub, the player needs patrons to interact with. I imagined that Jenny went out for a night on the town with the girls before running off, so I wanted all of the creatures to be part of her girls' night out group eg "},{"insert":{"card-link":"Black Widow, Intel Expert"}},{"insert":" ,"},{"insert":{"card-link":"Akroma, Angel of Fury"}},{"insert":" ,"},{"insert":{"card-link":"Chandra, Dressed to Kill"}},{"insert":", "},{"insert":{"card-link":"The Eternal Wanderer"}},{"insert":" ,"},{"insert":{"card-link":"Karmic Guide"}},{"insert":" , etc. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"A running theme throughout the deck is that of daybreak. If the sun comes up, the bar closes, and your chances of getting Jenny's number are over. Because of that I wanted all of the cards referencing the sun or dawn to have a pretty hefty impact on the board, "},{"insert":{"card-link":"Sun Titan"}},{"insert":", "},{"insert":{"card-link":"Dusk // Dawn"}},{"insert":","},{"insert":{"card-link":"Chimil, the Inner Sun"}},{"insert":" , "},{"insert":{"card-link":"Hour of Revelation"}},{"insert":" etc. This helps give the sense of time ticking and the night waning adding some amount of tension to the player's game experience outside of the actual game of commander."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Additionally, I like to think of "},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":" to be a lose condition if Jenny's number hasn't been obtained. To add additional danger / challenge to the player, you could say ASS was mandatory to play as soon as possible once you've drawn it, thereby giving yourself a clock. However, that is entirely up to the player piloting the deck. "},{"attributes":{"indent":2,"list":"bullet"},"insert":"\n"},{"insert":"And of course, I had to include "},{"insert":{"card-link":"Living Phone"}},{"insert":" as it is the only boros card to have a phone as its main subject. How else are you going to call Jenny once you have her number?"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\n\n\n\n\n"}]}





























































