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Commander
Size: 100Salt sum: 44.96
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kait.xlsx

407 views52 days ago
Commander
Size: 100Salt sum: 44.96

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{"ops":[{"insert":"Overview"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis deck is built around "},{"insert":{"card-link":"Ellivere of the Wild Court"}},{"insert":" and the Virtuous Role tokens she creates. The goal is simple: build a board of creatures, cover them in enchantments, and let your enchantment count naturally snowball into an overwhelming board state.\nUnlike many enchantress decks, this list isn't trying to assemble an infinite combo. It wins by steadily generating value until its creatures become too large, too resilient, and too numerous for opponents to answer.\n\nEarly Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe first few turns are spent establishing mana with a mix of land ramp, enchantment-based ramp, and mana dorks while developing a small board of creatures.\nOnce Ellivere enters the battlefield, every attack creates another Virtuous Role, turning even small utility creatures into legitimate threats while also providing a steady stream of card draw whenever enchanted creatures connect.\n\nThe Enchantment Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nVirtuous Roles are the heart of the deck. Each Role grants +1/+1 for every enchantment you control, meaning every Aura, enchantment creature, enchantress effect, or mana enchantment makes your board stronger.\nThis creates a natural snowball effect:\nMore enchantments make Roles bigger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bigger creatures draw more cards through Ellivere."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"More cards lead to more enchantments."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"More enchantments make every Role even stronger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rather than relying on a single payoff, nearly every enchantment contributes to the deck's overall engine.\n\nCard Advantage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nRunning out of cards is rarely a problem. Multiple enchantress effects reward casting enchantments, while Ellivere keeps combat rewarding by turning successful attacks into additional card draw.\nBecause the deck is constantly replacing its resources, it can recover surprisingly well from removal and continue applying pressure throughout the game.\n\nProtection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nProtecting the board is just as important as building it.\nThe deck includes several ways to survive board wipes and targeted removal, including temporary protection, indestructible effects, and hexproof or shroud for key permanents. Proper timing is important, especially with cards like "},{"insert":{"card-link":"Greater Auramancy"}},{"insert":", which can protect your creatures while also preventing you from targeting them yourself.\nA small blink package also serves double duty by protecting creatures from removal or resetting Ellivere to create additional Virtuous Roles. Just remember that blinking a creature causes any attached Auras to fall off, so those effects are usually best saved for Ellivere or creatures without important enchantments.\n\nWinning the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck wins almost exclusively through combat.\nSometimes that's one or two enormous creatures stacked with Auras. Other games it goes wide, building an army of Role-enhanced creatures before finishing the table with a global anthem or overrun effect.\nThe deck rewards patience more than explosiveness. Avoid overextending into board wipes, develop your enchantment engine over several turns, then protect your board and look for the opportunity to end the game with one or two decisive combat steps.\n\nHidden Win Condition"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWhile the deck is primarily designed to win through incremental combat pressure, it does contain a dedicated game-ending interaction.\n\nIf "},{"insert":{"card-link":"Jumbo Cactuar"}},{"insert":" is given trample, whether through equipment, enchantments, or global effects like "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":", "},{"insert":{"card-link":"Garruk's Uprising"}},{"insert":", or similar cards, it becomes capable of dealing lethal damage to an opponent in a single attack. Pairing Jumbo Cactuar with "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" after declaring combat is also a clean way to convert its massive power into an overwhelming and game-ending life swing if needed.\n\nThat said, this interaction isn't the primary game plan. Most games are won by building an increasingly threatening board of enchanted creatures and overwhelming opponents through combat. Consider Jumbo Cactuar as a backup finisher that occasionally presents itself rather than the deck's central strategy.\n"}]}

Commander

Qty: 1 Price: $1.79
Ellivere of the Wild Court
Whenever Ellivere enters or attacks, create a Virtuous Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 for each enchantment you control.)
Whenever an enchanted creature you control deals combat damage to a player, draw a card.
Legendary Creature - Human Knight
Ellivere of the Wild Court (woc) 2

Commander

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Copy

Qty: 1 Price: $18.99
Calix, Guided by Fate
Constellation — Whenever Calix or another enchantment you control enters, put a +1/+1 counter on target creature.
Whenever Calix or an enchanted creature you control deals combat damage to a player, you may create a token that's a copy of a nonlegendary enchantment you control. Do this only once each turn.
Legendary Creature Enchantment - Human Druid
Calix, Guided by Fate (mat) 26

Copy

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Counters

Qty: 3 Price: $10.69
Curse of Predation
Enchant player
Whenever a creature attacks enchanted player, put a +1/+1 counter on it.
Enchantment - Aura Curse
Curse of Predation (c13) 140
Generous Visitor
Whenever you cast an enchantment spell, put a +1/+1 counter on target creature.
Creature - Spirit
Generous Visitor (neo) 185
Sphere Grid
Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
Unlock Ability — Creatures you control with +1/+1 counters on them have reach and trample.
Enchantment
Sphere Grid (fic) 70

Counters

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Draw

Qty: 11 Price: $123.75
Argothian Enchantress
Shroud (This creature can't be the target of spells or abilities.)
Whenever you cast an enchantment spell, draw a card.
Creature - Human Druid
Argothian Enchantress (usg) 234
Calix, Destiny's Hand
+1: Look at the top four cards of your library. You may reveal an enchantment card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.
−3: Exile target creature or enchantment you don't control until target enchantment you control leaves the battlefield.
−7: Return all enchantment cards from your graveyard to the battlefield.
Legendary Planeswalker - Calix
Calix, Destiny's Hand (thb) 211
Concord with the Kami
At the beginning of your end step, choose one or more —
• Put a +1/+1 counter on target creature with a counter on it.
• Draw a card if you control an enchanted creature.
• Create a 1/1 colorless Spirit creature token if you control an equipped creature.
Enchantment
Concord with the Kami (nec) 25
Eidolon of Blossoms
Constellation — Whenever this creature or another enchantment you control enters, draw a card.
Creature Enchantment - Spirit
Eidolon of Blossoms (jou) 122
Enchantress's Presence
Whenever you cast an enchantment spell, draw a card.
Enchantment
Enchantress's Presence (ons) 261
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment
Garruk's Uprising (m21) 186
Glorious Sunrise
At the beginning of combat on your turn, choose one —
• Creatures you control get +1/+1 and gain trample until end of turn.
• Target land gains "
: Add
" until end of turn.
• Draw a card if you control a creature with power 3 or greater.
• You gain 3 life.
Enchantment
Glorious Sunrise (vow) 200
Setessan Champion
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on this creature and draw a card.
Creature - Human Warrior
Setessan Champion (thb) 198
Slumbering Keepguard
Whenever an enchantment you control enters, scry 1.
: This creature gets +1/+1 until end of turn for each enchantment you control.
Creature - Human Knight
Slumbering Keepguard (woe) 29
Sythis, Harvest's Hand
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
Legendary Creature Enchantment - Nymph
Sythis, Harvest's Hand (mh2) 214
Toski, Bearer of Secrets
This spell can't be countered.
Indestructible
Toski attacks each combat if able.
Whenever a creature you control deals combat damage to a player, draw a card.
Legendary Creature - Squirrel
Toski, Bearer of Secrets (khm) 197

Draw

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Enchantment

Qty: 1 Price: $3.99
Quantum Entanglement
Flash
When this enchantment enters and at the beginning of your end step, you may pay
. When you do, exile target creature you control, then return that card to the battlefield under its owner's control.
Enchantment
Quantum Entanglement (msc) 607

Enchantment

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Evasion

Qty: 1 Price: $2.29
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 (pip) 205

Evasion

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Finisher

Qty: 1 Price: $5.49
Jumbo Cactuar
10,000 Needles — Whenever this creature attacks, it gets +9999/+0 until end of turn.
Creature - Plant
Jumbo Cactuar (fin) 191

Finisher

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Land

Qty: 38 Price: $57.38
Brokers Hideout
When this land enters, sacrifice it. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Brokers Hideout (snc) 248
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (pip) 263
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 (eld) 244
Forest
(
: Add
.)
Basic Land - Forest
Forest (pip) 325
Hall of Heliod's Generosity
: Add
.
,
: Put target enchantment card from your graveyard on top of your library.
Legendary Land
Hall of Heliod's Generosity (mh1) 241
Inkmoth Nexus
: Add
.
: This land becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Land
Inkmoth Nexus (mbs) 145
Krosan Verge
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
Land
Krosan Verge (jud) 141
Plains
(
: Add
.)
Basic Land - Plains
Plains (pip) 317

Land

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Lifegain

Qty: 1 Price: $42.99
Shadowspear
Equipped creature gets +1/+1 and has trample and lifelink.
: Permanents your opponents control lose hexproof and indestructible until end of turn.
Equip
Legendary Artifact - Equipment
Shadowspear (thb) 236

Lifegain

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Protection

Qty: 6 Price: $157.44
Akroma's Memorial
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
Legendary Artifact
Akroma's Memorial (m13) 200
Destiny Spinner
Creature and enchantment spells you control can't be countered.
: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
Creature Enchantment - Human
Destiny Spinner (thb) 168
Greater Auramancy
Other enchantments you control have shroud. (A permanent with shroud can't be the target of spells or abilities.)
Enchanted creatures you control have shroud.
Enchantment
Greater Auramancy (shm) 7
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (pip) 202
Selfless Spirit
Flying
Sacrifice this creature: Creatures you control gain indestructible until end of turn.
Creature - Cleric Spirit
Selfless Spirit (emn) 40
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (c17) 8

Protection

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Pump

Qty: 5 Price: $2.37
A Tale for the Ages
Enchanted creatures you control get +2/+2.
Enchantment
A Tale for the Ages (woe) 34
Archon of the Wild Rose
Flying
Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying.
Creature - Archon
Archon of the Wild Rose (woe) 1
Beastmaster's Magemark
Enchant creature
Creatures you control that are enchanted get +1/+1.
Whenever a creature you control that's enchanted becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
Enchantment - Aura
Beastmaster's Magemark (gpt) 80
Ethereal Armor
Enchant creature
Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
Enchantment - Aura
Ethereal Armor (dsk) 7
Yavimaya Enchantress
This creature gets +1/+1 for each enchantment on the battlefield.
Creature - Human Druid
Yavimaya Enchantress (c18) 167

Pump

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Ramp

Qty: 15 Price: $143.87
Abundant Growth
Enchant land
When this Aura enters, draw a card.
Enchanted land has "
: Add one mana of any color."
Enchantment - Aura
Abundant Growth (pip) 194
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (pip) 224
Awakening Zone
At the beginning of your upkeep, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add
."
Enchantment
Awakening Zone (roe) 176
Bear Umbra
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Bear Umbra (roe) 177
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (m10) 168
Cryptolith Rite
Creatures you control have "
: Add one mana of any color."
Enchantment
Cryptolith Rite (soi) 200
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 (pip) 196
Enduring Vitality
Vigilance
Creatures you control have "
: Add one mana of any color."
When Enduring Vitality dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Elk Glimmer
Enduring Vitality (dsk) 176
Fertile Ground
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura
Fertile Ground (pip) 198
Herald of the Pantheon
Enchantment spells you cast cost
less to cast.
Whenever you cast an enchantment spell, you gain 1 life.
Creature - Shaman Centaur
Herald of the Pantheon (ori) 180
Jukai Naturalist
Lifelink
Enchantment spells you cast cost
less to cast.
Creature Enchantment - Human Monk
Jukai Naturalist (neo) 225
Mirari's Wake
Creatures you control get +1/+1.
Whenever you tap a land for mana, add one mana of any type that land produced.
Enchantment
Mirari's Wake (jud) 139
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (pip) 204
Sanctum Weaver
: Add X mana of any one color, where X is the number of enchantments you control.
Creature Enchantment - Dryad
Sanctum Weaver (mh2) 171
Sol Ring
: Add
.
Artifact
Sol Ring (pip) 359

Ramp

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Recursion

Qty: 3 Price: $8.97
Kami of Transience
Trample
Whenever you cast an enchantment spell, put a +1/+1 counter on this creature.
At the beginning of each end step, if an enchantment was put into your graveyard from the battlefield this turn, you may return this card from your graveyard to your hand.
Creature - Spirit
Kami of Transience (neo) 197
Mantle of the Ancients
Enchant creature you control
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
Enchantment - Aura
Mantle of the Ancients (pip) 165
Unfinished Business
Return target creature card from your graveyard to the battlefield, then return up to two target Aura and/or Equipment cards from your graveyard to the battlefield attached to that creature. (If the Auras can't enchant that creature, they remain in your graveyard.)
Sorcery
Unfinished Business (woc) 8

Recursion

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Removal

Qty: 10 Price: $47.10
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (nph) 103
Farewell
Choose one or more —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all graveyards.
Sorcery
Farewell (pip) 353
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (mh1) 11
Grasp of Fate
When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)
Enchantment
Grasp of Fate (who) 208
Nature's Claim
Destroy target artifact or enchantment. Its controller gains 4 life.
Instant
Nature's Claim (wwk) 108
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (pip) 169
Reclamation Sage
When this creature enters, you may destroy target artifact or enchantment.
Creature - Elf Shaman
Reclamation Sage (m15) 194
Sheltered by Ghosts
Enchant creature you control
When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.
Enchanted creature gets +1/+0 and has lifelink and ward
.
Enchantment - Aura
Sheltered by Ghosts (dsk) 30
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (pip) 173
Winds of Rath
Destroy all creatures that aren't enchanted. They can't be regenerated.
Sorcery
Winds of Rath (woc) 83

Removal

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Tokens

Qty: 1 Price: $0.35
Siona, Captain of the Pyleas
When Siona enters, look at the top seven cards of your library. You may reveal an Aura card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever an Aura you control becomes attached to a creature you control, create a 1/1 white Human Soldier creature token.
Legendary Creature - Human Soldier
Siona, Captain of the Pyleas (thb) 226

Tokens

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Maybeboard

Qty: 2 Price: $109.98
Craterhoof Behemoth
Haste
When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
Creature - Beast
Craterhoof Behemoth (avr) 172
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (mh2) 12

Maybeboard

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Deck Info

Deck stats

32 pips - 26 cards
23 mana - 23 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
44 pips - 39 cards
26 mana - 24 cards
0 pips - 0 cards
6 mana - 5 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Overview"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis deck is built around "},{"insert":{"card-link":"Ellivere of the Wild Court"}},{"insert":" and the Virtuous Role tokens she creates. The goal is simple: build a board of creatures, cover them in enchantments, and let your enchantment count naturally snowball into an overwhelming board state.\nUnlike many enchantress decks, this list isn't trying to assemble an infinite combo. It wins by steadily generating value until its creatures become too large, too resilient, and too numerous for opponents to answer.\n\nEarly Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe first few turns are spent establishing mana with a mix of land ramp, enchantment-based ramp, and mana dorks while developing a small board of creatures.\nOnce Ellivere enters the battlefield, every attack creates another Virtuous Role, turning even small utility creatures into legitimate threats while also providing a steady stream of card draw whenever enchanted creatures connect.\n\nThe Enchantment Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nVirtuous Roles are the heart of the deck. Each Role grants +1/+1 for every enchantment you control, meaning every Aura, enchantment creature, enchantress effect, or mana enchantment makes your board stronger.\nThis creates a natural snowball effect:\nMore enchantments make Roles bigger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bigger creatures draw more cards through Ellivere."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"More cards lead to more enchantments."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"More enchantments make every Role even stronger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rather than relying on a single payoff, nearly every enchantment contributes to the deck's overall engine.\n\nCard Advantage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nRunning out of cards is rarely a problem. Multiple enchantress effects reward casting enchantments, while Ellivere keeps combat rewarding by turning successful attacks into additional card draw.\nBecause the deck is constantly replacing its resources, it can recover surprisingly well from removal and continue applying pressure throughout the game.\n\nProtection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nProtecting the board is just as important as building it.\nThe deck includes several ways to survive board wipes and targeted removal, including temporary protection, indestructible effects, and hexproof or shroud for key permanents. Proper timing is important, especially with cards like "},{"insert":{"card-link":"Greater Auramancy"}},{"insert":", which can protect your creatures while also preventing you from targeting them yourself.\nA small blink package also serves double duty by protecting creatures from removal or resetting Ellivere to create additional Virtuous Roles. Just remember that blinking a creature causes any attached Auras to fall off, so those effects are usually best saved for Ellivere or creatures without important enchantments.\n\nWinning the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck wins almost exclusively through combat.\nSometimes that's one or two enormous creatures stacked with Auras. Other games it goes wide, building an army of Role-enhanced creatures before finishing the table with a global anthem or overrun effect.\nThe deck rewards patience more than explosiveness. Avoid overextending into board wipes, develop your enchantment engine over several turns, then protect your board and look for the opportunity to end the game with one or two decisive combat steps.\n\nHidden Win Condition"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWhile the deck is primarily designed to win through incremental combat pressure, it does contain a dedicated game-ending interaction.\n\nIf "},{"insert":{"card-link":"Jumbo Cactuar"}},{"insert":" is given trample, whether through equipment, enchantments, or global effects like "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":", "},{"insert":{"card-link":"Garruk's Uprising"}},{"insert":", or similar cards, it becomes capable of dealing lethal damage to an opponent in a single attack. Pairing Jumbo Cactuar with "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" after declaring combat is also a clean way to convert its massive power into an overwhelming and game-ending life swing if needed.\n\nThat said, this interaction isn't the primary game plan. Most games are won by building an increasingly threatening board of enchanted creatures and overwhelming opponents through combat. Consider Jumbo Cactuar as a backup finisher that occasionally presents itself rather than the deck's central strategy.\n"}]}
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