Dotto94
1.4k views11 days ago
Commander
Size: 100Salt sum: 34.04
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{"ops":[{"insert":"Spellslinging Saruman. The deck aims to get Saruman out on turn 3, then ramp up with mana rocks and card advantage all while building the army. There are also lots of ways to get free casts of spells, which furthers the value train and the Army pumping. Once the Army is massive we try to finish the game with "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" or "},{"insert":{"card-link":"Soul's Fire"}},{"insert":" like effects, either to do lethal noncombat damage to face, or to wipe the board of all other creatures then swing in with the army to finish.\n\nSecondary win con is just token swarm with "},{"insert":{"card-link":"Metallurgic Summonings"}},{"insert":" like effects or using "},{"insert":{"card-link":"Thor, God of Thunder"}},{"insert":" . This deck does have a decent amount of ramp, so getting Saruman back out is not a huge concern if he's removed.\n\nThere is intentionally no trample, double strike, or other buff effects in this deck. The Army is a metaphor (for me being able to kill you with 40 noncombat damage to the face). \n\nThere is a base amount of healthy removal option in the deck, but normally we are focused on being the threat and forcing the win ourselves. It's really not hard to make the Army huge with little lead up. Usually counterspells are saved to protect our big play, not to hinder opponents development.\n\nThere is also a decent amount of graveyard recursion/synergy, which helps us keep steam as the game goes on. \n"}]}
Saruman, the White Hand
Whenever you cast a noncreature spell, amass Orcs X, where X is that spell's mana value. (Put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Goblins and Orcs you control have ward .
Goblins and Orcs you control have ward .
Legendary Creature - Wizard Avatar

Commander
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Army go brrr
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Board Wipes
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Counterspells
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Thor, God of Thunder
Flying
When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card.
Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target.
When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card.
Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target.
Legendary Creature - Warrior God Hero

Creature
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Hostile Negotiations
Exile the top three cards of your library in a face-down pile, then exile the top three cards of your library in another face-down pile. Look at the cards in each pile, then turn a pile of your choice face up. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. You lose 3 life.
Instant

Draw
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Abstract Performance
Exile the top four cards of your library in a face-down pile, then exile the top four cards of your library in a face-up pile. An opponent chooses one of those piles. Put that pile into your graveyard. Look at the cards in the other pile. You may cast a spell from among them without paying its mana cost. Put the rest into your hand.
Sorcery

Decorum Dissertation
Target player draws two cards and loses 2 life.
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

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

Summons of Saruman
Amass Orcs X. Mill X cards. You may cast an instant or sorcery spell with mana value X or less from among them without paying its mana cost. (To amass Orcs X, put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Flashback—, Exile X cards from your graveyard.
Flashback—, Exile X cards from your graveyard.
Sorcery

Free Cast Triggers/Value
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Land
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Call Forth the Tempest
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.)
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Sorcery

One sided wipes
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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

Protection
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Ramp
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Recursion
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Removal
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The Eternity Elevator
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Legendary Artifact - Spacecraft

Super Ramp
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Metallurgic Summonings
Whenever you cast an instant or sorcery spell, create an X/X colorless Construct artifact creature token, where X is that spell's mana value.
, Exile this enchantment: Return all instant and sorcery cards from your graveyard to your hand. Activate only if you control six or more artifacts.
, Exile this enchantment: Return all instant and sorcery cards from your graveyard to your hand. Activate only if you control six or more artifacts.
Enchantment

Tokens
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Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

Muse Vortex
Exile the top X cards of your library. You may cast an instant or sorcery spell with mana value X or less from among them without paying its mana cost. Then put the exiled instant and sorcery cards that weren't cast this way into your hand and the rest on the bottom of your library in a random order.
Sorcery

Sideboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Spellslinging Saruman. The deck aims to get Saruman out on turn 3, then ramp up with mana rocks and card advantage all while building the army. There are also lots of ways to get free casts of spells, which furthers the value train and the Army pumping. Once the Army is massive we try to finish the game with "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" or "},{"insert":{"card-link":"Soul's Fire"}},{"insert":" like effects, either to do lethal noncombat damage to face, or to wipe the board of all other creatures then swing in with the army to finish.\n\nSecondary win con is just token swarm with "},{"insert":{"card-link":"Metallurgic Summonings"}},{"insert":" like effects or using "},{"insert":{"card-link":"Thor, God of Thunder"}},{"insert":" . This deck does have a decent amount of ramp, so getting Saruman back out is not a huge concern if he's removed.\n\nThere is intentionally no trample, double strike, or other buff effects in this deck. The Army is a metaphor (for me being able to kill you with 40 noncombat damage to the face). \n\nThere is a base amount of healthy removal option in the deck, but normally we are focused on being the threat and forcing the win ourselves. It's really not hard to make the Army huge with little lead up. Usually counterspells are saved to protect our big play, not to hinder opponents development.\n\nThere is also a decent amount of graveyard recursion/synergy, which helps us keep steam as the game goes on. \n"}]}






















































































