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Commander
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HecktikPUFF

106 views4 months ago
Commander
Size: 100Salt sum: 39.28

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{"ops":[{"insert":"COMMANDER: BRUCE BANNER // THE INCREDIBLE HULK\n"},{"attributes":{"bold":true},"insert":"Archetype"},{"insert":": Temur Enrage, Midrange Stompy, Extra Combats\n"},{"attributes":{"bold":true},"insert":"Deck Philosophy"},{"insert":": Harness the duality of a fragile scientist drawing into a catastrophic, game-ending engine.\n\nTHE CORE GAMEPLAN & GAMEPLAY LOOP\nThe deck behaves exactly like the character of Bruce Banner, operating in distinct sequential phases. You transition from a quiet, card-drawing scientist to a massive table-killing threat.\n\n[Phase 1: Scientist] ➔ Ramp hard ➔ Cast Bruce ➔ Use end-step mana to draw cards."},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":" ↓"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"[Phase 2: Suit Up] ➔ Cast protective Gear ➔ Pay 6 Mana to unleash The Hulk."},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":" ↓"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"[Phase 3: Smash] ➔ Attack ➔ Hurt your own Hulk mid-combat ➔ Chain extra combat steps."},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Phase 1: The Scientist's Lab (Turns 1–3)"},{"insert":"\nYour opening turns focus entirely on resource accumulation. You must aggressively play your low-cost mana acceleration ("},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":", "},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"insert":", "},{"attributes":{"bold":true},"insert":"Nature's Lore"},{"insert":", "},{"attributes":{"bold":true},"insert":"Cultivate"},{"insert":").\nDrop Bruce Banner early for just a single Blue mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Because Bruce features a repeatable tapping engine, you can use your leftover ramp mana at the end of an opponent's turn to draw 2 or 3 extra cards. This guarantees your hand stays heavily stocked with protection, land drops, and massive threats."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Phase 2: Unleashing the Rage (Turns 4–5)"},{"insert":"\nOnce you gather "},{"attributes":{"bold":true},"insert":"6 mana"},{"insert":", you activate his sorcery-speed transform ability to turn him into "},{"attributes":{"bold":true},"insert":"The Incredible Hulk"},{"insert":" (an 8/8 with Trample and Reach).\n"},{"attributes":{"bold":true},"insert":"The Interception Check:"},{"insert":" Before you attack, prioritize deploying a protective keyword or a toughness modifier. Equipping "},{"attributes":{"bold":true},"insert":"Hulkbuster Armor"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Hammer of Nazahn"},{"insert":" ensures that when you start injuring your own commander to trigger his abilities, he easily survives the internal damage checks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Phase 3: The Endless Rampage (The End Game)"},{"insert":"\nWhen the Hulk attacks, he enters his most dangerous state. His "},{"attributes":{"italic":true},"insert":"Enrage"},{"insert":" mechanic triggers "},{"attributes":{"italic":true},"insert":"whenever he is dealt damage"},{"insert":". If he takes damage while attacking, he gains a +1/+1 counter, "},{"attributes":{"bold":true},"insert":"untaps, and grants you an additional combat phase"},{"insert":". You will actively use instant-speed damage spells and fight cards to target your own commander mid-swing, breaking the traditional turn structure to take multiple combat steps in a single turn.\n\n\nCORE WIN CONDITIONS\nYour deck closes out games through three distinct synergistic pathways, scaling from targeted commander execution to massive table wipes.\n\n"},{"attributes":{"bold":true},"insert":"1. The Self-Injury Extra Combat Engine"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Setup:"},{"insert":" Transform your commander into "},{"attributes":{"italic":true},"insert":"The Incredible Hulk"},{"insert":". Have "},{"attributes":{"bold":true},"insert":"Doc Samson, Super Psychiatrist"},{"insert":" or a stat multiplier on the field."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Execution:"},{"insert":" Declare an attack with the Hulk. Before blockers are chosen, cast "},{"attributes":{"bold":true},"insert":"Photon Blast Barrage"},{"insert":" or an interactive removal spell like "},{"attributes":{"bold":true},"insert":"Epic Fight"},{"insert":" "},{"attributes":{"italic":true},"insert":"targeting your own commander"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Finish:"},{"insert":" The Hulk absorbs the damage. His "},{"attributes":{"italic":true},"insert":"Enrage"},{"insert":" triggers: he gains a +1/+1 counter (which Doc Samson scales up), untaps, and opens a brand new combat phase. You move to the next combat step and repeat this trick to swing for lethal commander damage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"2. The Leader / Mayhem Discard Loop"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Setup:"},{"insert":" Have "},{"attributes":{"bold":true},"insert":"Leader, Super-Genius"},{"insert":" active on the battlefield with "},{"attributes":{"bold":true},"insert":"Abomination, World Ravager"},{"insert":" sitting in your hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Execution:"},{"insert":" Move to your beginning of combat step. Leader's engine forces a target creature to "},{"attributes":{"italic":true},"insert":"Connive"},{"insert":" (draw a card and discard a card). Target the Hulk, drawing a card and intentionally discarding "},{"attributes":{"italic":true},"insert":"Abomination, World Ravager"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Finish:"},{"insert":" This places a permanent +1/+1 counter on the Hulk before he even swings, and immediately unlocks the Abomination's "},{"attributes":{"bold":true},"insert":"Mayhem keyword"},{"insert":". You can now cast a massive 10/10 Menace/Trample threat straight out of your graveyard for a highly reduced mana cost, overwhelming your opponents' blockers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"3. The Mass Table-Wipe Stampede"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Setup:"},{"insert":" Face down a massive army of opponent tokens or annoying blockers. Ensure the Hulk is equipped with "},{"attributes":{"bold":true},"insert":"Hammer of Nazahn"},{"insert":" (giving him Indestructible) or "},{"attributes":{"bold":true},"insert":"Hulkbuster Armor"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Execution:"},{"insert":" Cast "},{"attributes":{"bold":true},"insert":"Raise the Palisade"},{"insert":" or a massive "},{"attributes":{"bold":true},"insert":"Blasphemous Act"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Finish:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Raise the Palisade"},{"insert":" bounces every non-matching creature type, leaving your opponents' boards completely open. "},{"attributes":{"italic":true},"insert":"Blasphemous Act"},{"insert":" deals 13 damage to every creature on the board. Your opponents' fields will completely melt. Your protected Hulk will absorb the 13 damage, survive, gain a massive surge of +1/+1 counters, and storm forward through an entirely empty board for an instant game over."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nCRITICAL WEAKNESSES & HOW TO OVERCOME THEM\nEvery high-powered deck has vulnerabilities. To pilot this deck effectively, you must learn to navigate around its two primary tactical chokepoints.\n\n"},{"attributes":{"bold":true},"insert":"1. The Transform Chokepoint (The Interception Trap)"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Threat:"},{"insert":" It costs 6 mana to suit up Tony Stark or transform Bruce Banner. Because your transform ability operates at sorcery speed, control opponents will wait for you to tap out your mana pool, and then cast an instant-speed removal spell (like "},{"attributes":{"italic":true},"insert":"Path to Exile"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Deadly Rollick"},{"insert":") to banish your commander before you ever reach your combat step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Solution:"},{"insert":" Never attempt to transform Bruce Banner unless you have established a static protection enchantment like "},{"attributes":{"bold":true},"insert":"Rhythm of the Wild"},{"insert":" on the field (making your creature uncounterable), or you are actively holding up "},{"attributes":{"bold":true},"insert":"Counterspell"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Heroic Intervention"},{"insert":" in your hand to snap back against their interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"2. Commander Tax Accumulation"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Threat:"},{"insert":" Because the entire deck scales off the Hulk's multi-combat steps, if opponents successfully kill Bruce Banner three or four times, his casting and transform taxes become too high to pay efficiently."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Solution:"},{"insert":" Pivot cleanly into your heavy midrange backup crew. Creatures like "},{"attributes":{"bold":true},"insert":"Abomination, World Ravager"},{"insert":", "},{"attributes":{"bold":true},"insert":"Wolverine, Best There Is"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Red Hulk"},{"insert":" function perfectly as independent game-ending threats. You can use your fight spells ("},{"attributes":{"bold":true},"insert":"Beast Within"},{"insert":", "},{"attributes":{"bold":true},"insert":"Hulk's Thunderclap"},{"insert":") to clear paths for these backup monsters to stomp out wins without ever needing your commander on the field."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nWHEN TO MULLIGAN\nBecause your commander requires strict Temur colors and specific timing windows, you cannot afford to keep slow or mismatched hands.\n\n"},{"attributes":{"bold":true},"insert":"Keep a Hand If:"},{"insert":"\nYou have "},{"attributes":{"bold":true},"insert":"3 lands"},{"insert":" giving you immediate access to Blue mana on Turn 1 to cast Bruce Banner."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You have "},{"attributes":{"bold":true},"insert":"at least two pieces of early acceleration"},{"insert":" ("},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":", "},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"insert":", "},{"attributes":{"bold":true},"insert":"Nature's Lore"},{"insert":") to quickly climb to your 6-mana transform threshold."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You have "},{"attributes":{"bold":true},"insert":"one piece of protection"},{"insert":" ("},{"attributes":{"bold":true},"insert":"Swiftfoot Boots"},{"insert":", "},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"insert":", or a counterspell) to ensure your commander survives his first turn cycle. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Mulligan a Hand If:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"No Blue Sources:"},{"insert":" Bruce Banner costs exactly. If your opening hand only contains Red and Green producing lands, your entire card-drawing scientist phase is locked out, stalling your engine."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Too Many High-Mana Creatures:"},{"insert":" Hands flooded with "},{"attributes":{"italic":true},"insert":"Abomination, Terrifying Titan"},{"insert":", "},{"attributes":{"italic":true},"insert":"Professor Hulk"},{"insert":", and "},{"attributes":{"italic":true},"insert":"Blasphemous Act"},{"insert":" with no early ramp or protection mean you will sit exposed and doing nothing for the first four turns of the match."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
Bruce Banner
,
: Draw X cards. Activate only as a sorcery.
: Transform Bruce Banner. Activate only as a sorcery.
Legendary Creature - Human Scientist Hero
Bruce Banner // The Incredible Hulk (msh) 49Bruce Banner // The Incredible Hulk (msh) 49

Commander

(Ctrl to add secondary)
Cosmic Cube
Ward

Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order.
Artifact
Cosmic Cube (msh) 245
Hulkbuster Armor
Equipped creature has base power and toughness 9/9 and has flying.
Equip Hero

Equip
Legendary Artifact - Equipment
Hulkbuster Armor (msc) 107

Artifact

(Ctrl to add secondary)
Wolverine, Best There Is
Unrivaled Lethality — Double all damage Wolverine would deal.
At the beginning of each end step, if Wolverine dealt damage to another creature this turn, put a +1/+1 counter on him.
: Regenerate Wolverine. (The next time he would be destroyed this turn, instead tap him, remove him from combat, and heal all damage on him.)
Legendary Creature - Mutant Berserker Hero
Wolverine, Best There Is (mar) 97

Counters

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Abomination, Irradiated Brute
Trample
Whenever a Gamma or Villain you control deals combat damage to a player, put that many +1/+1 counters on Abomination.
Legendary Creature - Villain Gamma
Abomination, Irradiated Brute (msc) 511
Abomination, Terrifying Titan
Trample
Power-up —
: Put a +1/+1 counter on Abomination. He fights up to one target creature an opponent controls. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature - Villain Gamma
Abomination, Terrifying Titan (msh) 198
Abomination, World Ravager
Menace, trample
Mayhem
(You may cast this card from your graveyard for
if you discarded it this turn. Timing rules still apply.)
Legendary Creature - Berserker Villain Gamma
Abomination, World Ravager (msc) 47
Brawn, Amadeus Cho
When Brawn enters, draw a card.
Power-up —
: Put a +1/+1 counter on Brawn for each card in your hand. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature - Scientist Hero Gamma
Brawn, Amadeus Cho (msc) 567
Doc Samson, Super Psychiatrist
If you would put one or more counters on a permanent you control, put that many plus one of each of those kinds of counters on that permanent instead.
: Add X mana of any one color, where X is Doc Samson's power.
Legendary Creature - Hero Doctor Gamma
Doc Samson, Super Psychiatrist (msh) 164
Hulk, Always Angry
Trample
When Hulk enters, destroy all artifacts.
Hulk attacks each combat if able.
Legendary Creature - Berserker Hero Gamma
Hulk, Always Angry (msc) 502
Hulk, Bruce Banner
Trample (This creature can deal excess combat damage to the player he's attacking.)
Legendary Creature - Berserker Hero Gamma
Hulk, Bruce Banner (msc) 850
Hulk, Gamma Goliath
Reach, trample
Power-up abilities of other creatures you control cost
less to activate.
Power-up —
: Put five +1/+1 counters on Hulk. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature - Berserker Hero Gamma
Hulk, Gamma Goliath (msh) 215
Hulk, Strongest There Is
Trample
Hulk enters with a +1/+1 counter on him.
At the beginning of your upkeep, double the number of +1/+1 counters on each Gamma creature you control.
Legendary Creature - Berserker Hero Gamma
Hulk, Strongest There Is (msc) 724
Leader, Super-Genius
If a creature you control would connive, instead you draw a card, then that creature connives.
At the beginning of combat on your turn, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Legendary Creature - Scientist Villain Gamma
Leader, Super-Genius (msh) 64
Professor Hulk
Trample
Whenever Professor Hulk deals combat damage to a player, draw that many cards.
Legendary Creature - Scientist Hero Gamma
Professor Hulk (msc) 37
Red Hulk
Reach, trample
Enrage — Whenever Red Hulk is dealt damage, put a +1/+1 counter on him. When you do, he deals damage equal to the number of +1/+1 counters on him to any other target.
Legendary Creature - Berserker Villain Gamma
Red Hulk (msh) 149
She-Hulk, Jade Defender
Reach, trample
Power-up —
: Destroy up to one target artifact or enchantment. Put a +1/+1 counter on She-Hulk. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Legendary Creature - Hero Gamma
She-Hulk, Jade Defender (msh) 188
She-Hulk, Wallbreaker
Trample
Other Heroes you control have trample.
Whenever a Hero you control becomes blocked, put a +1/+1 counter on that Hero for each creature blocking it.
Legendary Creature - Hero Gamma
She-Hulk, Wallbreaker (msc) 60
The Thing, Ben Grimm
Trample
Whenever one or more Heroes you control deal damage to a player, put two +1/+1 counters on The Thing.
Legendary Creature - Human Hero
The Thing, Ben Grimm (msh) 190
Wolverine, Fierce Fighter
Haste
When Wolverine enters, he fights up to one other target creature.
If damage would be dealt to Wolverine, instead that damage is dealt, but all other damage already dealt to him is healed.
Legendary Creature - Mutant Berserker Hero
Wolverine, Fierce Fighter (msh) 240

Creature

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Escape to the Wilds
Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn.
You may play an additional land this turn.
Sorcery
Escape to the Wilds (mar) 89

Draw

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Furious Strength
Enchant creature
Enchanted creature gets +2/+2 and has menace. (It can't be blocked except by two or more creatures.)
Enchantment - Aura
Furious Strength (msc) 544
Origin of the Hulk
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 green and white Citizen creature token.
II — Put two +1/+1 counters on target creature you control.
III — Target creature you control gets +3/+3 and gains trample until end of turn.
Enchantment - Saga
Origin of the Hulk (msc) 728
Super Intelligence
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, that player draws a card.
Enchantment - Aura
Super Intelligence (msh) 77
Super Strength
Enchant creature
Enchanted creature gets +4/+4 and has trample and ward
. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Enchantment - Aura
Super Strength (msh) 189

Enchantment

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Rancor
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Enchantment - Aura
Rancor (mar) 82

Evasion

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Feral Ferocity
Target creature gets +4/+4 until end of turn.
Instant
Feral Ferocity (msc) 560
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.
Instant
HULK SMASH! (msh) 135
Punishing Punch
This spell costs
less to cast if there are two or more creature cards in your graveyard.
Target creature you control deals damage equal to twice its power to target creature an opponent controls.
Instant
Punishing Punch (msh) 180
Smashing Spree
Target attacking creature gets +3/+3 and gains trample until end of turn. (It can deal excess combat damage to the player it's attacking.)
Instant
Smashing Spree (msc) 555
Thing Swing
This spell costs
less to cast if it targets a Hero you control.
Target creature you control deals damage equal to twice its power to target creature an opponent controls.
Instant
Thing Swing (msc) 564
Truck Toss
This spell costs
less to cast if you control a Vehicle.
Truck Toss deals 4 damage to any target.
Instant
Truck Toss (msh) 157

Instant

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Cinder Glade
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Mountain Forest
Cinder Glade (msc) 230
Coastal Peak
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Mountain
Coastal Peak (msc) 232
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 236
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Forest
(
: Add
.)
Basic Land - Forest
Forest (msh) 296
Frostboil Snarl
As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Frostboil Snarl (msc) 246
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (msc) 250
Island
(
: Add
.)
Basic Land - Island
Island (msh) 289
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (msh) 293
Plaza of Heroes
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell.
: Add one mana of any color among legendary permanents you control.
,
, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.
Land
Plaza of Heroes (msc) 255
Rejuvenating Springs
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Rejuvenating Springs (msc) 260
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (msc) 261
Scorched Geyser
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Mountain
Scorched Geyser (msc) 264
Sodden Verdure
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Forest
Sodden Verdure (msc) 267
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (msc) 269
Surveillance Room
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
: Add
.
,
: Add one mana of any color.
Land
Surveillance Room (msh) 274
Training Compound
: Add
.
: Add
or
. Activate only if this land entered this turn or if you control a basic land.
Land
Training Compound (msh) 275

Land

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Hammer of Nazahn
Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control.
Equipped creature gets +2/+0 and has indestructible.
Equip
Legendary Artifact - Equipment
Hammer of Nazahn (msc) 286
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (mar) 78
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (msc) 202
Rhythm of the Wild
Creature spells you control can't be countered.
Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)
Enchantment
Rhythm of the Wild (sld) 1740
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.)
Artifact - Equipment
Swiftfoot Boots (msc) 216

Protection

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Monstrous Rage
Target creature gets +2/+0 until end of turn. Create a Monster Role token attached to it. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has trample.)
Instant
Monstrous Rage (mar) 72

Pump

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 194
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (msc) 170
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Cultivate (msc) 172
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (msc) 173
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (msc) 285
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 214
Terramorph
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery
Terramorph (msc) 180
Thran Dynamo
: Add
.
Artifact
Thran Dynamo (msc) 290
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (msc) 181
World War Hulk
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The next red or green creature spell you cast this turn can be cast without paying its mana cost.
II — Put three +1/+1 counters on target creature you control.
III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
Enchantment - Saga
World War Hulk (msh) 197

Ramp

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Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (mar) 75
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (msc) 163
Force of Vigor
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.
Destroy up to two target artifacts and/or enchantments.
Instant
Force of Vigor (mar) 77
Narset's Reversal
Copy target instant or sorcery spell, then return it to its owner's hand. You may choose new targets for the copy.
Instant
Narset's Reversal (mar) 58
Raise the Palisade
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
Sorcery
Raise the Palisade (msc) 278
Three Steps Ahead
Spree (Choose one or more additional costs.)
+
— Counter target spell.
+
— Create a token that's a copy of target artifact or creature you control.
+
— Draw two cards, then discard a card.
Instant
Three Steps Ahead (otj) 75
Whoosh!
Kicker
(You may pay an additional
as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Instant
Whoosh! (msc) 790

Removal

(Ctrl to add secondary)
Avengers Disassembled
Choose one or both —
• Avengers Disassembled deals 3 damage to each creature.
• Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Sorcery
Avengers Disassembled (msh) 124
Colossal Collision
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature an opponent controls.
Basic landcycling
(
, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Sorcery
Colossal Collision (msc) 558
Earth's Mightiest Heroes
Teamwork 5 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 5 or more.)
Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. If this spell was cast using teamwork, put any number of creature cards from among them onto the battlefield instead. Put the rest into your graveyard.
Sorcery
Earth's Mightiest Heroes (msh) 349
Epic Fight
Choose one or both —
• Double target creature's power and toughness until end of turn.
• Target creature you control fights target creature an opponent controls.
Sorcery
Epic Fight (msh) 166
Hulk's Thunderclap
As an additional cost to cast this spell, you may behold a Gamma creature. (You may choose a Gamma creature you control or reveal a Gamma creature card from your hand.)
Target creature you control deals damage equal to its power to another target creature. If this spell's additional cost was paid, destroy target noncreature artifact or noncreature enchantment.
Sorcery
Hulk's Thunderclap (msc) 725
It's Clobberin' Time!
Choose one —
• Target creature you control deals damage equal to its power to target creature an opponent controls.
• Destroy target artifact or enchantment.
Rebound
Sorcery
It's Clobberin' Time! (msc) 66
Photon Blast Barrage
When you cast this spell, copy it X times. You may choose new targets for the copies.
Photon Blast Barrage deals 1 damage to target creature.
Sorcery
Photon Blast Barrage (msh) 147
Restorative Technique
Target player gains 2 life, then searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles. Put a +1/+1 counter on up to one target creature.
Sorcery
Restorative Technique (msh) 183

Sorcery

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Primal Vigor
If one or more tokens would be created, twice that many of those tokens are created instead.
If one or more +1/+1 counters would be put on a creature, twice that many +1/+1 counters are put on that creature instead.
Enchantment
Primal Vigor (mar) 81

Tokens

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Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (eoe) 251
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (msc) 164
Counterspell
Counter target spell.
Instant
Counterspell (mar) 9
Electro, Assaulting Battery
Flying
You don't lose unspent red mana as steps and phases end.
Whenever you cast an instant or sorcery spell, add
.
When Electro leaves the battlefield, you may pay
. When you do, he deals X damage to target player.
Legendary Creature - Human Villain
Electro, Assaulting Battery (spm) 76
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (msc) 242
Gamma Grotesque
Vigilance (Attacking doesn't cause this creature to tap.)
Power-up —
: Put three +1/+1 counters on this creature. Then draw a card for each creature you control with a counter on it. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.)
Creature - Horror Villain Gamma
Gamma Grotesque (msc) 562
Hulk, Brutal Brawler
Hulk attacks each combat if able.
Whenever Hulk attacks, put a +1/+1 counter on each other creature you control.
Legendary Creature - Berserker Hero Gamma
Hulk, Brutal Brawler (msc) 833
Jarvis, Earth's Mightiest Butler
Whenever you cast a Hero spell, draw a card.
Legendary Creature - Human Advisor
Jarvis, Earth's Mightiest Butler (msc) 34
Multiversal Passage
As this land enters, choose a basic land type. Then you may pay 2 life. If you don't, it enters tapped.
This land is the chosen type.
Land
Multiversal Passage (spm) 180
Repulsor Rays
Repulsor Rays deals 3 damage to target creature.
Sorcery
Repulsor Rays (msc) 854
Savage Beating
Cast this spell only during combat on your turn.
Choose one —
• Creatures you control gain double strike until end of turn.
• Untap all creatures you control. After this phase, there is an additional combat phase.
Entwine
(Choose both if you pay the entwine cost.)
Instant
Savage Beating (mar) 26
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (ecl) 267
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (eoe) 258
Talisman of Creativity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Creativity (msc) 218
Talisman of Impulse
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Impulse (tdc) 332
Undercover Skrull
As long as there are two or more creature cards in your graveyard, this creature gets +2/+2 and is all creature types.
: Add one mana of any color.
Creature - Shapeshifter Villain Skrull
Undercover Skrull (msh) 194
Vandalblast
Destroy target artifact you don't control.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Vandalblast (msc) 168

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 8 cards
12 pips - 9 cards
23 mana - 22 cards
0 pips - 0 cards
0 mana - 8 cards
27 pips - 20 cards
23 mana - 22 cards
41 pips - 35 cards
23 mana - 22 cards
0 pips - 0 cards
8 mana - 5 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"COMMANDER: BRUCE BANNER // THE INCREDIBLE HULK\n"},{"attributes":{"bold":true},"insert":"Archetype"},{"insert":": Temur Enrage, Midrange Stompy, Extra Combats\n"},{"attributes":{"bold":true},"insert":"Deck Philosophy"},{"insert":": Harness the duality of a fragile scientist drawing into a catastrophic, game-ending engine.\n\nTHE CORE GAMEPLAN & GAMEPLAY LOOP\nThe deck behaves exactly like the character of Bruce Banner, operating in distinct sequential phases. You transition from a quiet, card-drawing scientist to a massive table-killing threat.\n\n[Phase 1: Scientist] ➔ Ramp hard ➔ Cast Bruce ➔ Use end-step mana to draw cards."},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":" ↓"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"[Phase 2: Suit Up] ➔ Cast protective Gear ➔ Pay 6 Mana to unleash The Hulk."},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":" ↓"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"[Phase 3: Smash] ➔ Attack ➔ Hurt your own Hulk mid-combat ➔ Chain extra combat steps."},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Phase 1: The Scientist's Lab (Turns 1–3)"},{"insert":"\nYour opening turns focus entirely on resource accumulation. You must aggressively play your low-cost mana acceleration ("},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":", "},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"insert":", "},{"attributes":{"bold":true},"insert":"Nature's Lore"},{"insert":", "},{"attributes":{"bold":true},"insert":"Cultivate"},{"insert":").\nDrop Bruce Banner early for just a single Blue mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Because Bruce features a repeatable tapping engine, you can use your leftover ramp mana at the end of an opponent's turn to draw 2 or 3 extra cards. This guarantees your hand stays heavily stocked with protection, land drops, and massive threats."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Phase 2: Unleashing the Rage (Turns 4–5)"},{"insert":"\nOnce you gather "},{"attributes":{"bold":true},"insert":"6 mana"},{"insert":", you activate his sorcery-speed transform ability to turn him into "},{"attributes":{"bold":true},"insert":"The Incredible Hulk"},{"insert":" (an 8/8 with Trample and Reach).\n"},{"attributes":{"bold":true},"insert":"The Interception Check:"},{"insert":" Before you attack, prioritize deploying a protective keyword or a toughness modifier. Equipping "},{"attributes":{"bold":true},"insert":"Hulkbuster Armor"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Hammer of Nazahn"},{"insert":" ensures that when you start injuring your own commander to trigger his abilities, he easily survives the internal damage checks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Phase 3: The Endless Rampage (The End Game)"},{"insert":"\nWhen the Hulk attacks, he enters his most dangerous state. His "},{"attributes":{"italic":true},"insert":"Enrage"},{"insert":" mechanic triggers "},{"attributes":{"italic":true},"insert":"whenever he is dealt damage"},{"insert":". If he takes damage while attacking, he gains a +1/+1 counter, "},{"attributes":{"bold":true},"insert":"untaps, and grants you an additional combat phase"},{"insert":". You will actively use instant-speed damage spells and fight cards to target your own commander mid-swing, breaking the traditional turn structure to take multiple combat steps in a single turn.\n\n\nCORE WIN CONDITIONS\nYour deck closes out games through three distinct synergistic pathways, scaling from targeted commander execution to massive table wipes.\n\n"},{"attributes":{"bold":true},"insert":"1. The Self-Injury Extra Combat Engine"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Setup:"},{"insert":" Transform your commander into "},{"attributes":{"italic":true},"insert":"The Incredible Hulk"},{"insert":". Have "},{"attributes":{"bold":true},"insert":"Doc Samson, Super Psychiatrist"},{"insert":" or a stat multiplier on the field."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Execution:"},{"insert":" Declare an attack with the Hulk. Before blockers are chosen, cast "},{"attributes":{"bold":true},"insert":"Photon Blast Barrage"},{"insert":" or an interactive removal spell like "},{"attributes":{"bold":true},"insert":"Epic Fight"},{"insert":" "},{"attributes":{"italic":true},"insert":"targeting your own commander"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Finish:"},{"insert":" The Hulk absorbs the damage. His "},{"attributes":{"italic":true},"insert":"Enrage"},{"insert":" triggers: he gains a +1/+1 counter (which Doc Samson scales up), untaps, and opens a brand new combat phase. You move to the next combat step and repeat this trick to swing for lethal commander damage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"2. The Leader / Mayhem Discard Loop"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Setup:"},{"insert":" Have "},{"attributes":{"bold":true},"insert":"Leader, Super-Genius"},{"insert":" active on the battlefield with "},{"attributes":{"bold":true},"insert":"Abomination, World Ravager"},{"insert":" sitting in your hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Execution:"},{"insert":" Move to your beginning of combat step. Leader's engine forces a target creature to "},{"attributes":{"italic":true},"insert":"Connive"},{"insert":" (draw a card and discard a card). Target the Hulk, drawing a card and intentionally discarding "},{"attributes":{"italic":true},"insert":"Abomination, World Ravager"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Finish:"},{"insert":" This places a permanent +1/+1 counter on the Hulk before he even swings, and immediately unlocks the Abomination's "},{"attributes":{"bold":true},"insert":"Mayhem keyword"},{"insert":". You can now cast a massive 10/10 Menace/Trample threat straight out of your graveyard for a highly reduced mana cost, overwhelming your opponents' blockers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"3. The Mass Table-Wipe Stampede"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Setup:"},{"insert":" Face down a massive army of opponent tokens or annoying blockers. Ensure the Hulk is equipped with "},{"attributes":{"bold":true},"insert":"Hammer of Nazahn"},{"insert":" (giving him Indestructible) or "},{"attributes":{"bold":true},"insert":"Hulkbuster Armor"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Execution:"},{"insert":" Cast "},{"attributes":{"bold":true},"insert":"Raise the Palisade"},{"insert":" or a massive "},{"attributes":{"bold":true},"insert":"Blasphemous Act"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Finish:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Raise the Palisade"},{"insert":" bounces every non-matching creature type, leaving your opponents' boards completely open. "},{"attributes":{"italic":true},"insert":"Blasphemous Act"},{"insert":" deals 13 damage to every creature on the board. Your opponents' fields will completely melt. Your protected Hulk will absorb the 13 damage, survive, gain a massive surge of +1/+1 counters, and storm forward through an entirely empty board for an instant game over."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nCRITICAL WEAKNESSES & HOW TO OVERCOME THEM\nEvery high-powered deck has vulnerabilities. To pilot this deck effectively, you must learn to navigate around its two primary tactical chokepoints.\n\n"},{"attributes":{"bold":true},"insert":"1. The Transform Chokepoint (The Interception Trap)"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Threat:"},{"insert":" It costs 6 mana to suit up Tony Stark or transform Bruce Banner. Because your transform ability operates at sorcery speed, control opponents will wait for you to tap out your mana pool, and then cast an instant-speed removal spell (like "},{"attributes":{"italic":true},"insert":"Path to Exile"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Deadly Rollick"},{"insert":") to banish your commander before you ever reach your combat step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Solution:"},{"insert":" Never attempt to transform Bruce Banner unless you have established a static protection enchantment like "},{"attributes":{"bold":true},"insert":"Rhythm of the Wild"},{"insert":" on the field (making your creature uncounterable), or you are actively holding up "},{"attributes":{"bold":true},"insert":"Counterspell"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Heroic Intervention"},{"insert":" in your hand to snap back against their interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"2. Commander Tax Accumulation"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Threat:"},{"insert":" Because the entire deck scales off the Hulk's multi-combat steps, if opponents successfully kill Bruce Banner three or four times, his casting and transform taxes become too high to pay efficiently."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Solution:"},{"insert":" Pivot cleanly into your heavy midrange backup crew. Creatures like "},{"attributes":{"bold":true},"insert":"Abomination, World Ravager"},{"insert":", "},{"attributes":{"bold":true},"insert":"Wolverine, Best There Is"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Red Hulk"},{"insert":" function perfectly as independent game-ending threats. You can use your fight spells ("},{"attributes":{"bold":true},"insert":"Beast Within"},{"insert":", "},{"attributes":{"bold":true},"insert":"Hulk's Thunderclap"},{"insert":") to clear paths for these backup monsters to stomp out wins without ever needing your commander on the field."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nWHEN TO MULLIGAN\nBecause your commander requires strict Temur colors and specific timing windows, you cannot afford to keep slow or mismatched hands.\n\n"},{"attributes":{"bold":true},"insert":"Keep a Hand If:"},{"insert":"\nYou have "},{"attributes":{"bold":true},"insert":"3 lands"},{"insert":" giving you immediate access to Blue mana on Turn 1 to cast Bruce Banner."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You have "},{"attributes":{"bold":true},"insert":"at least two pieces of early acceleration"},{"insert":" ("},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":", "},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"insert":", "},{"attributes":{"bold":true},"insert":"Nature's Lore"},{"insert":") to quickly climb to your 6-mana transform threshold."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You have "},{"attributes":{"bold":true},"insert":"one piece of protection"},{"insert":" ("},{"attributes":{"bold":true},"insert":"Swiftfoot Boots"},{"insert":", "},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"insert":", or a counterspell) to ensure your commander survives his first turn cycle. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Mulligan a Hand If:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"No Blue Sources:"},{"insert":" Bruce Banner costs exactly. If your opening hand only contains Red and Green producing lands, your entire card-drawing scientist phase is locked out, stalling your engine."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Too Many High-Mana Creatures:"},{"insert":" Hands flooded with "},{"attributes":{"italic":true},"insert":"Abomination, Terrifying Titan"},{"insert":", "},{"attributes":{"italic":true},"insert":"Professor Hulk"},{"insert":", and "},{"attributes":{"italic":true},"insert":"Blasphemous Act"},{"insert":" with no early ramp or protection mean you will sit exposed and doing nothing for the first four turns of the match."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
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