Music_Snake
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Commander
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{"ops":[{"insert":"This is a voltron deck based around using Pump spells to get the kill.\n\nGameplan:\n\t\t\tGeneral turn order is for on turn 2 to get one of the evasion granting effects (except for a few which I'll explain later), turn three cast our commander and then on four attack and get some commander damage out (or a kill if you get real lucky). Beyond turn 4 any attack on who you hit can get you kill pretty reliably, but ideally hold out until you have a finisher card so that you can kill 2 or more players. \n\nImportant Card Categories: \n\n\t\t\t"},{"attributes":{"italic":true,"bold":true},"insert":"Evasion"},{"insert":": All of these cards allow, if cast in ideal situations, for you on turn 4 to have at least 2 mana for pump spells. Most of these are 2 cmc tunneler effects (power 2 or less becomes unblockable). \n\tThe best of these are Deserter's Disciple, Pathmaker Initiate, and Goblin Tunneler because they all cost no mana to activate so you'll have 4 mana for the first attack. Key to the city is 2nd best after those 3 because it costs no mana to activate but needs to discard. \n\tBreak through the Line, Ragged Playmate, and Hazoret, Godseeker all cost 1 mana to activate, leaving 3 mana open on turn 4. Hazoret and Break Through the Line have additional benefits of able to be used the turn they come down in a pinch. \n\tProwler's Helm and Psychic Paper both have a 2 equip cost, leaving 2 mana on turn 4 attacks since we'll equip that turn. Of course these can also be used the turn they come down if needed. \n\tInherited Envelope, Ranger's Firebrand, and Breaking of the Fellowship are cast on the turn of attacks but be aware they are not full unblockable (the ring temps only gives unblockable from creatures with greater power), these three are the worst for pure evasion but have other roles (removal and ramp) that make up for it a somewhat.\n\n\t\t\t"},{"attributes":{"italic":true,"bold":true},"insert":"Pump"},{"insert":": These are the main gameplan, cast these on our commander who with her double strike and heroic ability make them into sudo-cantrips that also pack a bigger punch. Importantly, "},{"attributes":{"bold":true},"insert":"don't play these before combat! "},{"insert":"Most of our evasion requires 2 or less power, so hold out for a bit. \n\tThe best of the pumps are Titans Strength, Borrowed Hostility, Brute Force, Built to Smash, Full Bore, Infuriate, and Turn Inside Out since they are all 1 mana for +3 power, allowing for just one to get us to 10 commander damage. Also three of these gets you to that all important 11 power, getting a 1 shot comander damage kill with double strike. \n\tNext up are Bulk Up, Unleash Fury, and Rush of Blood, these three power doublers by themselves aren't great but with any other pump spell already played they can get nasty quick. "},{"attributes":{"bold":true},"insert":"Keep in mind to cast these last since pumps cast after the spell has resolved wont be doubled. "},{"insert":"\n\tThird in line is Fists of the Anvil, Antagonize, Blood Lust and Invigorated Rampage. These three all cost 2 for +4 power, the highest power increase as far as 2 cmc red pump spells go. These get you to 12 commander damage just with one of them, so in two shot range. \n\tFinal ones to speak about here are the ones doing double duty. Dreadmaw's Ire, Siege Smash, Raze the Effigy, Fury Charm, and Perils of the Past all work as removal pieces as well as pumps. Sazacap's Brew, Hastle Magic, and Blazing Crescendo are all draw and pump spells.\n\t\n\t\t\t"},{"attributes":{"italic":true,"bold":true},"insert":"Finisher: "},{"insert":"These cards are (generally) to be used after casting a bunch of pump spells as a way to kill a second player or finish off the first. \n\tFirst and best is actually not something cast after pumps, but before, and thats Kediss, Emberclaw Familiar. Kediss is so great compared to the other finishers because he factors in double strike while the others only care for base power. He also does all opponets, not just one.\n\tNext up is Chandra's Ignition which is good because it deal damage to all opponents instead of just one. Damaging creatures is also a nice bit of utility as well if you can't finish everyone off.\n\tThird in line is Soul's Fire, this gets ahead of the next 3 cards because its doesn't sacrifice Cleon, but it only damages one opponent. \n\tLastly here are Thud, Fling, and Kazuul's Fury. These three all sacrifice and deal the creatures damage to any target. While the worst of all the finishers they can still be effective ways to finish the game off. \n"}]}
Copy
Chandra, Hope's Beacon
Whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy. This ability triggers only once each turn.
+2: Add two mana in any combination of colors.
+1: Exile the top five cards of your library. Until the end of your next turn, you may cast an instant or sorcery spell from among those exiled cards.
−X: Chandra deals X damage to each of up to two targets.
+2: Add two mana in any combination of colors.
+1: Exile the top five cards of your library. Until the end of your next turn, you may cast an instant or sorcery spell from among those exiled cards.
−X: Chandra deals X damage to each of up to two targets.
Legendary Planeswalker - Chandra

Loki Laufeyson
, : When you next cast an instant or sorcery spell with mana value less than or equal to Loki's power this turn, copy that spell. You may choose new targets for the copy.
Power-up — : Put two +1/+1 counters on Loki. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Power-up — : Put two +1/+1 counters on Loki. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature - Villain God Sorcerer

Copy
(CTRL to add secondary)
Draw
Sazacap's Brew
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
As an additional cost to cast this spell, discard a card.
Target player draws two cards. If the gift was promised, target creature you control gets +2/+0 until end of turn.
As an additional cost to cast this spell, discard a card.
Target player draws two cards. If the gift was promised, target creature you control gets +2/+0 until end of turn.
Instant

Draw
(CTRL to add secondary)
Evasion
Hazoret, Godseeker
Indestructible, haste
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
, : Target creature with power 2 or less can't be blocked this turn.
Hazoret can't attack or block unless you have max speed.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
, : Target creature with power 2 or less can't be blocked this turn.
Hazoret can't attack or block unless you have max speed.
Legendary Creature - God

Evasion
(CTRL to add secondary)
Finisher
Finisher
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
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

Wyll's Reversal
Choose target spell or ability with one or more targets. Roll a d20 and add the greatest power among creatures you control.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
1—14 | You may choose new targets for that spell or ability.
15+ | You may choose new targets for that spell or ability. Then copy it. You may choose new targets for the copy.
Instant

Protection
(CTRL to add secondary)
Pump
Turn Inside Out
Target creature gets +3/+0 until end of turn. When it dies this turn, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Instant

Pump
(CTRL to add secondary)
Ramp
Ashling, Flame Dancer
You don't lose unspent red mana as steps and phases end.
Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling deals 2 damage to each opponent and each creature they control. If it's the third time, add .
Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling deals 2 damage to each opponent and each creature they control. If it's the third time, add .
Legendary Creature - Elemental Shaman

Ramp
(CTRL to add secondary)
Recursion
Recursion
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Cut Cards
Dreadhorde Arcanist
Trample
Whenever this creature attacks, you may cast target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Whenever this creature attacks, you may cast target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Creature - Wizard Zombie

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

Ignite the Future
Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Impending Flux
Paradox — Impending Flux deals X damage to each opponent and each creature they control, where X is 1 plus the number of spells you've cast from anywhere other than your hand this turn.
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

Jaya Ballard
+1: Add . Spend this mana only to cast instant or sorcery spells.
+1: Discard up to three cards, then draw that many cards.
−8: You get an emblem with "You may cast instant and sorcery spells from your graveyard. If a spell cast this way would be put into your graveyard, exile it instead."
+1: Discard up to three cards, then draw that many cards.
−8: You get an emblem with "You may cast instant and sorcery spells from your graveyard. If a spell cast this way would be put into your graveyard, exile it instead."
Legendary Planeswalker - Jaya

Lost Jitte
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Legendary Artifact - Equipment

Ore-Rich Stalactite
: Add . Spend this mana only to cast an instant or sorcery spell.
Craft with four or more red instant and/or sorcery cards (, Exile this artifact, Exile the four or more from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Craft with four or more red instant and/or sorcery cards (, Exile this artifact, Exile the four or more from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Artifact


Sticky Fingers
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchantment - Aura

Cut Cards
(CTRL to add secondary)
Maybeboard
HULK SMASH!
Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Destroy target noncreature artifact.
• Target creature you control deals damage equal to its power to target creature an opponent controls.
Choose one. If this spell was cast using teamwork, choose both instead.
• Destroy target noncreature artifact.
• Target creature you control deals damage equal to its power to target creature an opponent controls.
Instant

Smoldering Egg
Defender
Whenever you cast an instant or sorcery spell, put a number of ember counters on this creature equal to the amount of mana spent to cast that spell. Then if this creature has seven or more ember counters on it, remove them and transform this creature.
Whenever you cast an instant or sorcery spell, put a number of ember counters on this creature equal to the amount of mana spent to cast that spell. Then if this creature has seven or more ember counters on it, remove them and transform this creature.
Creature - Dragon Egg


Vincent, Vengeful Atoner
Menace
Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent.
Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater.
Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent.
Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater.
Legendary Creature - Assassin

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This is a voltron deck based around using Pump spells to get the kill.\n\nGameplan:\n\t\t\tGeneral turn order is for on turn 2 to get one of the evasion granting effects (except for a few which I'll explain later), turn three cast our commander and then on four attack and get some commander damage out (or a kill if you get real lucky). Beyond turn 4 any attack on who you hit can get you kill pretty reliably, but ideally hold out until you have a finisher card so that you can kill 2 or more players. \n\nImportant Card Categories: \n\n\t\t\t"},{"attributes":{"italic":true,"bold":true},"insert":"Evasion"},{"insert":": All of these cards allow, if cast in ideal situations, for you on turn 4 to have at least 2 mana for pump spells. Most of these are 2 cmc tunneler effects (power 2 or less becomes unblockable). \n\tThe best of these are Deserter's Disciple, Pathmaker Initiate, and Goblin Tunneler because they all cost no mana to activate so you'll have 4 mana for the first attack. Key to the city is 2nd best after those 3 because it costs no mana to activate but needs to discard. \n\tBreak through the Line, Ragged Playmate, and Hazoret, Godseeker all cost 1 mana to activate, leaving 3 mana open on turn 4. Hazoret and Break Through the Line have additional benefits of able to be used the turn they come down in a pinch. \n\tProwler's Helm and Psychic Paper both have a 2 equip cost, leaving 2 mana on turn 4 attacks since we'll equip that turn. Of course these can also be used the turn they come down if needed. \n\tInherited Envelope, Ranger's Firebrand, and Breaking of the Fellowship are cast on the turn of attacks but be aware they are not full unblockable (the ring temps only gives unblockable from creatures with greater power), these three are the worst for pure evasion but have other roles (removal and ramp) that make up for it a somewhat.\n\n\t\t\t"},{"attributes":{"italic":true,"bold":true},"insert":"Pump"},{"insert":": These are the main gameplan, cast these on our commander who with her double strike and heroic ability make them into sudo-cantrips that also pack a bigger punch. Importantly, "},{"attributes":{"bold":true},"insert":"don't play these before combat! "},{"insert":"Most of our evasion requires 2 or less power, so hold out for a bit. \n\tThe best of the pumps are Titans Strength, Borrowed Hostility, Brute Force, Built to Smash, Full Bore, Infuriate, and Turn Inside Out since they are all 1 mana for +3 power, allowing for just one to get us to 10 commander damage. Also three of these gets you to that all important 11 power, getting a 1 shot comander damage kill with double strike. \n\tNext up are Bulk Up, Unleash Fury, and Rush of Blood, these three power doublers by themselves aren't great but with any other pump spell already played they can get nasty quick. "},{"attributes":{"bold":true},"insert":"Keep in mind to cast these last since pumps cast after the spell has resolved wont be doubled. "},{"insert":"\n\tThird in line is Fists of the Anvil, Antagonize, Blood Lust and Invigorated Rampage. These three all cost 2 for +4 power, the highest power increase as far as 2 cmc red pump spells go. These get you to 12 commander damage just with one of them, so in two shot range. \n\tFinal ones to speak about here are the ones doing double duty. Dreadmaw's Ire, Siege Smash, Raze the Effigy, Fury Charm, and Perils of the Past all work as removal pieces as well as pumps. Sazacap's Brew, Hastle Magic, and Blazing Crescendo are all draw and pump spells.\n\t\n\t\t\t"},{"attributes":{"italic":true,"bold":true},"insert":"Finisher: "},{"insert":"These cards are (generally) to be used after casting a bunch of pump spells as a way to kill a second player or finish off the first. \n\tFirst and best is actually not something cast after pumps, but before, and thats Kediss, Emberclaw Familiar. Kediss is so great compared to the other finishers because he factors in double strike while the others only care for base power. He also does all opponets, not just one.\n\tNext up is Chandra's Ignition which is good because it deal damage to all opponents instead of just one. Damaging creatures is also a nice bit of utility as well if you can't finish everyone off.\n\tThird in line is Soul's Fire, this gets ahead of the next 3 cards because its doesn't sacrifice Cleon, but it only damages one opponent. \n\tLastly here are Thud, Fling, and Kazuul's Fury. These three all sacrifice and deal the creatures damage to any target. While the worst of all the finishers they can still be effective ways to finish the game off. \n"}]}




























































































































