ReconGummyBear
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Commander
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{"ops":[{"insert":"My take on a Mono-Red Spellslinger Burn that wants to win by turn 5.\n\nKeep a hand that has 3 lands, either a cost reducer and/or a mana producer (ideally both), and at least one impulse draw or loot spell. You can afford to mulligan down to 5 and keep 2 lands at worst, but there is a lot of redundancy built into this deck, so it shouldn't need to.\n\nTurn 1 is just Mountain Pass. You can cast DRC here, but it doesn't do much and may just get removed.\n\nBest turn 2 plays are Ruby Medallion, Helm of Awakening, Braid of Fire, Runaway Steam-Kin, Firebending Student, or Artist's Talent in that order, but you can play a 2 mana pinger as there are back ups in case it dies early. Avoid playing Hexing Squelcher or Spider-Punk turn 2 to prevent early/cheap removal hitting them, as people should know they are threats and you won't be able to use a protection spell. Don't worry about getting pingers out right away if you don't play one here. The goal is to focus on getting to a mana positive board state for turn 4 or 5. You will natural draw into and play them as you sling.\n\nTurn 3 play Electro, if you played Ruby or Helm on turn 2 and have a 1R permanent from the turn 2 list, play one of them (Note: Play the Steam-Kin before Electro for the +1/+1 counter). Only play Squelcher or Punk if you have Deflecting Swat.\n\nTurn 4 is the decision moment. Play a reducer or producer if you haven't already. Then evaluate the board. The \"ideal\" set up for a turn 4 pop off is Ruby/Helm turn 2, Electro and Steam-Kin/ Firebending Student turn 3, then Birgi/The Vision and Scarlet Witch/Treasonous Ogre turn 4 and you should have 1-2 mana at your disposal. If you have a ritual in hand, especially Jeska's Will. You should be able to go for it. Hex Magic is also insane here, depending on what you hit it can help you pop off now, or store those exiled cards for turn 5. The other impulses other than Zenith Festival are also safe to play here. BUT FIRST check that degenerate blue player's board for untapped mana. If you are clear, you can risk it now (or float/store the mana with Electro for turn 5. If you turn 4 reducer is Primal Amulet, wait for turn 5 unless your turn 2 was helm. Also, if you aren't going to pop off, don't play Aetherflux Reservoir here, it will increase your threat value too much. Cast it as some point during turn 5 when you have accrued enough mana to keep storming off after.\n\nIf you made it to turn 5, this is were you pop off. Play Squelcher and Punk if you have them. Play out 1 pinger if you have it, don't worry if you don't yet. From here, we bet it all on red and LET IT RIDE! Start slinging those impulses, rummagers, cantrips. Wheel to refill your hand. If you somehow get in a tight spot mana wise. Go to combat and use Firebending Student to refill your coffers. Burn the table down and show your victims how solitaire works.\n\nNotable mono red infinite combos in Maybeboard to bump to bracket 4, Reiterate can go infinite with Jeska's Will or Mana Geyser and Grinning Ignus go infinite with Birgi. I don't have them in because I like the non-deterministic nature of the deck. Pros: Hitting them ends the game and speeds up getting to the next one. Cons: It's not as cool or fun IMO.\n"}]}
Commander
Commander
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Burn
Burn
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Cantrip
Cantrip
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Combo Protector
Dragon's Rage Channeler
Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Delirium — As long as there are four or more card types among cards in your graveyard, this creature gets +2/+2, has flying, and attacks each combat if able.
Delirium — As long as there are four or more card types among cards in your graveyard, this creature gets +2/+2, has flying, and attacks each combat if able.
Creature - Human Shaman

Combo Protector
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Copy
Choreographed Sparks
This spell can't be copied.
Choose one or both —
• Copy target instant or sorcery spell you control. You may choose new targets for the copy.
• Copy target creature spell you control. The copy gains haste and "At the beginning of the end step, sacrifice this token."
Choose one or both —
• Copy target instant or sorcery spell you control. You may choose new targets for the copy.
• Copy target creature spell you control. The copy gains haste and "At the beginning of the end step, sacrifice this token."
Instant

Increasing Vengeance
Copy target instant or sorcery spell you control. If this spell was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies.
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.)
Instant

Copy
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Cost Reducer
Cost Reducer
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Deflector
Deflector
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Impulse
Burning Curiosity
As an additional cost to cast this spell, you may blight 1. (You may put a -1/-1 counter on a creature you control.)
Exile the top two cards of your library. If this spell's additional cost was paid, exile the top three cards instead. Until the end of your next turn, you may play those cards.
Exile the top two cards of your library. If this spell's additional cost was paid, exile the top three cards instead. Until the end of your next turn, you may play those cards.
Sorcery

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

Will of the Jeskai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Sorcery

Zenith Festival
Exile the top X cards of your library. You may play them until the end of your next turn.
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery

Impulse
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Land
Land
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Mana Producer
Urabrask
First strike
Whenever you cast an instant or sorcery spell, Urabrask deals 1 damage to target opponent. Add .
: Exile Urabrask, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if you've cast three or more instant and/or sorcery spells this turn.
Whenever you cast an instant or sorcery spell, Urabrask deals 1 damage to target opponent. Add .
: Exile Urabrask, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if you've cast three or more instant and/or sorcery spells this turn.
Legendary Creature - Praetor Phyrexian


Mana Producer
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Recursion
Mizzix's Mastery
Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

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

Recursion
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Ritual
Ritual
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Rummage
Artist's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Enchantment - Class

Rummage
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Wheel
Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery

Wheel
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Maybeboard
Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"My take on a Mono-Red Spellslinger Burn that wants to win by turn 5.\n\nKeep a hand that has 3 lands, either a cost reducer and/or a mana producer (ideally both), and at least one impulse draw or loot spell. You can afford to mulligan down to 5 and keep 2 lands at worst, but there is a lot of redundancy built into this deck, so it shouldn't need to.\n\nTurn 1 is just Mountain Pass. You can cast DRC here, but it doesn't do much and may just get removed.\n\nBest turn 2 plays are Ruby Medallion, Helm of Awakening, Braid of Fire, Runaway Steam-Kin, Firebending Student, or Artist's Talent in that order, but you can play a 2 mana pinger as there are back ups in case it dies early. Avoid playing Hexing Squelcher or Spider-Punk turn 2 to prevent early/cheap removal hitting them, as people should know they are threats and you won't be able to use a protection spell. Don't worry about getting pingers out right away if you don't play one here. The goal is to focus on getting to a mana positive board state for turn 4 or 5. You will natural draw into and play them as you sling.\n\nTurn 3 play Electro, if you played Ruby or Helm on turn 2 and have a 1R permanent from the turn 2 list, play one of them (Note: Play the Steam-Kin before Electro for the +1/+1 counter). Only play Squelcher or Punk if you have Deflecting Swat.\n\nTurn 4 is the decision moment. Play a reducer or producer if you haven't already. Then evaluate the board. The \"ideal\" set up for a turn 4 pop off is Ruby/Helm turn 2, Electro and Steam-Kin/ Firebending Student turn 3, then Birgi/The Vision and Scarlet Witch/Treasonous Ogre turn 4 and you should have 1-2 mana at your disposal. If you have a ritual in hand, especially Jeska's Will. You should be able to go for it. Hex Magic is also insane here, depending on what you hit it can help you pop off now, or store those exiled cards for turn 5. The other impulses other than Zenith Festival are also safe to play here. BUT FIRST check that degenerate blue player's board for untapped mana. If you are clear, you can risk it now (or float/store the mana with Electro for turn 5. If you turn 4 reducer is Primal Amulet, wait for turn 5 unless your turn 2 was helm. Also, if you aren't going to pop off, don't play Aetherflux Reservoir here, it will increase your threat value too much. Cast it as some point during turn 5 when you have accrued enough mana to keep storming off after.\n\nIf you made it to turn 5, this is were you pop off. Play Squelcher and Punk if you have them. Play out 1 pinger if you have it, don't worry if you don't yet. From here, we bet it all on red and LET IT RIDE! Start slinging those impulses, rummagers, cantrips. Wheel to refill your hand. If you somehow get in a tight spot mana wise. Go to combat and use Firebending Student to refill your coffers. Burn the table down and show your victims how solitaire works.\n\nNotable mono red infinite combos in Maybeboard to bump to bracket 4, Reiterate can go infinite with Jeska's Will or Mana Geyser and Grinning Ignus go infinite with Birgi. I don't have them in because I like the non-deterministic nature of the deck. Pros: Hitting them ends the game and speeds up getting to the next one. Cons: It's not as cool or fun IMO.\n"}]}



























































