Daddymadman
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"Overview"},{"insert":"\nRather than committing to a traditional Voltron strategy, the deck plays a flexible midrange game that develops a board, generates value through Equipment, and pivots into whichever combat line is best for the situation.\nMost games don’t end the same way. Sometimes Cloud, Vincent or another threat becomes a one-shot machine. Sometimes multiple equipped creatures overwhelm the table. As a backup plan there’s a late-game infinite combat line, - but thats not the primary objective.\nThe goal is to make every Equipment matter and every creature a legitimate threat.\n\n"},{"attributes":{"bold":true},"insert":"Game Plan"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Early Game"},{"insert":"\nDevelop your mana and establish your value engines.\nLook for cards like Esper Sentinel, Sram, Puresteel Paladin, Sigarda’s Aid, Stoneforge Mystic, or Fighter Class. Prioritize drawing cards and finding the right Equipment rather than committing everything to one creature too early.\n"},{"attributes":{"bold":true},"insert":"Mid Game"},{"insert":"\nStart applying pressure.\nThis deck shines once multiple creatures are carrying Equipment. Cloud doesn’t need to be your first threat—forcing opponents to answer Akiri, Tifa, Danitha, Vincent or another equipped creature often clears the way for Cloud to finish the job later.\nEquipment-suite is toolbox. Every game asks for something different:\nTrailblazer’s Boots or Brotherhood Regalia for evasion"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Conqueror’s Flail against interactive decks"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of Fire and Ice for cards and removal"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Argentum for removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of Hearth and Home for value"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of Feast and Famine to snowball "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Colossus Hammer, Mjölnir or Excalibur to close games"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Late Game"},{"insert":"\nOnce enough value has been generated, the deck becomes difficult to contain.\nCloud often represents lethal commander damage, but winning with a wide board is just as common. Protection spells and Equipment allow threats to survive interaction and continue applying pressure. "},{"attributes":{"color":"#000000"},"insert":"Ardenn and Leonin Shakiri can swap equipment as a combo trick, but there is opportunity for this all across the deck as you attack. "},{"insert":"\nAggravated Assault and The Reaver Cleaver can create infinite combat steps, but this is intentionally a secondary win condition rather than the focus of the deck. Both stand up on this deck on their own. \n\n"},{"attributes":{"bold":true},"insert":"Why Naya?"},{"insert":"\nGreen provides protection and utility.\nWhite provides the best Equipment support in Commander.\nRed adds explosive combat, powerful legends, and extra combat potential.\nTogether they create a resilient combat deck capable of recovering from removal while maintaining constant pressure.\n\n"},{"attributes":{"bold":true},"insert":"Card Choices"},{"insert":"\nThe Equipment package balances utility, card advantage, evasion, protection, and finishing power instead of focusing entirely on raw stats.\nThe creature suite is built around Equipment synergy first. Every creature should either generate value, improve combat, protect the board, or (and usually) become an excellent carrier for Equipment when Cloud isn’t available.\nTutors are used primarily to find the correct Equipment for the current board state rather than assembling the same sequence every game.\n\n"},{"attributes":{"bold":true},"insert":"Power Level"},{"insert":"\nThis list is built for "},{"attributes":{"bold":true},"insert":"Commander Bracket 3"},{"insert":". It contains powerful staples and efficient interaction, but it is still fundamentally a combat deck. Games are won through board development, Equipment synergies, and combat decisions rather than consistently assembling early deterministic combos.\nIf left unchecked, the deck can end games quickly—but it still has to earn those wins..\n\n"}]}
Cloud, Ex-SOLDIER
Haste
When Cloud enters, attach up to one target Equipment you control to it.
Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
When Cloud enters, attach up to one target Equipment you control to it.
Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
Legendary Creature - Human Soldier Mercenary

Commander
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Mjölnir, Hammer of Thor
When Mjölnir enters, it deals 4 damage to up to one target creature.
Double all damage equipped creature would deal.
Equip worthy (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
, Discard this card: It deals 2 damage to each creature.
Double all damage equipped creature would deal.
Equip worthy (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
, Discard this card: It deals 2 damage to each creature.
Legendary Artifact - Equipment

Artifact
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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

Burn
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Firion, Wild Rose Warrior
Equipped creatures you control have haste.
Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost less to activate." Sacrifice that token at the beginning of the next upkeep.
Whenever a nontoken Equipment you control enters, create a token that's a copy of it, except it has "This Equipment's equip abilities cost less to activate." Sacrifice that token at the beginning of the next upkeep.
Legendary Creature - Human Warrior Rebel

Copy
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Kíli the Resourceful
Storied (If you control three or more artifacts, legendaries, and/or Sagas, you have an enduring story for the rest of the game.)
As long as you have an enduring story, you may pay rather than pay the equip cost of the first equip ability you activate each turn.
Whenever another Dwarf or Equipment you control enters, draw a card. This ability triggers only once each turn.
As long as you have an enduring story, you may pay rather than pay the equip cost of the first equip ability you activate each turn.
Whenever another Dwarf or Equipment you control enters, draw a card. This ability triggers only once each turn.
Legendary Creature - Scout Dwarf

Thorin, Mountain-king
Trample
When Thorin enters, attach any number of target Equipment you control to target creature you control. When one or more Equipment become attached to that creature this way, that creature deals damage equal to its power to up to one target creature.
When Thorin enters, attach any number of target Equipment you control to target creature you control. When one or more Equipment become attached to that creature this way, that creature deals damage equal to its power to up to one target creature.
Legendary Creature - Dwarf Noble

Creature
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The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Draw
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Enchantment
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Evasion
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Tifa, Martial Artist
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
Legendary Creature - Human Monk

Finisher
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Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Zack Fair
Zack Fair enters with a +1/+1 counter on it.
, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature.
, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature.
Legendary Creature - Human Soldier

Protection
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Sephiroth, Fallen Hero
Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.)
The Reunion — , Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
The Reunion — , Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
Legendary Creature - Human Soldier Avatar

Pump
(Ctrl to add secondary)
Cloud, Planet's Champion
During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.)
Equip abilities you activate that target Cloud cost less to activate.
Equip abilities you activate that target Cloud cost less to activate.
Legendary Creature - Human Soldier Mercenary

Sword of Forge and Frontier
Equipped creature gets +2/+2 and has protection from red and from green.
Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.
Equip
Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.
Equip
Artifact - Equipment

Sword of Hearth and Home
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Artifact - Equipment

Ramp
(Ctrl to add secondary)
Forge Anew
When this enchantment enters, return target Equipment card from your graveyard to the battlefield.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
Enchantment

Red XIII, Proud Warrior
Vigilance, trample
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
Legendary Creature - Beast Warrior

Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
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

Recursion
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Removal
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Cloud, Midgar Mercenary
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
Legendary Creature - Human Soldier Mercenary

Fighter Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
: Level 2
Equip abilities you activate cost less to activate.
: Level 3
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Enchantment - Class

Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Overview"},{"insert":"\nRather than committing to a traditional Voltron strategy, the deck plays a flexible midrange game that develops a board, generates value through Equipment, and pivots into whichever combat line is best for the situation.\nMost games don’t end the same way. Sometimes Cloud, Vincent or another threat becomes a one-shot machine. Sometimes multiple equipped creatures overwhelm the table. As a backup plan there’s a late-game infinite combat line, - but thats not the primary objective.\nThe goal is to make every Equipment matter and every creature a legitimate threat.\n\n"},{"attributes":{"bold":true},"insert":"Game Plan"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Early Game"},{"insert":"\nDevelop your mana and establish your value engines.\nLook for cards like Esper Sentinel, Sram, Puresteel Paladin, Sigarda’s Aid, Stoneforge Mystic, or Fighter Class. Prioritize drawing cards and finding the right Equipment rather than committing everything to one creature too early.\n"},{"attributes":{"bold":true},"insert":"Mid Game"},{"insert":"\nStart applying pressure.\nThis deck shines once multiple creatures are carrying Equipment. Cloud doesn’t need to be your first threat—forcing opponents to answer Akiri, Tifa, Danitha, Vincent or another equipped creature often clears the way for Cloud to finish the job later.\nEquipment-suite is toolbox. Every game asks for something different:\nTrailblazer’s Boots or Brotherhood Regalia for evasion"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Conqueror’s Flail against interactive decks"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of Fire and Ice for cards and removal"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Argentum for removal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of Hearth and Home for value"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of Feast and Famine to snowball "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Colossus Hammer, Mjölnir or Excalibur to close games"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Late Game"},{"insert":"\nOnce enough value has been generated, the deck becomes difficult to contain.\nCloud often represents lethal commander damage, but winning with a wide board is just as common. Protection spells and Equipment allow threats to survive interaction and continue applying pressure. "},{"attributes":{"color":"#000000"},"insert":"Ardenn and Leonin Shakiri can swap equipment as a combo trick, but there is opportunity for this all across the deck as you attack. "},{"insert":"\nAggravated Assault and The Reaver Cleaver can create infinite combat steps, but this is intentionally a secondary win condition rather than the focus of the deck. Both stand up on this deck on their own. \n\n"},{"attributes":{"bold":true},"insert":"Why Naya?"},{"insert":"\nGreen provides protection and utility.\nWhite provides the best Equipment support in Commander.\nRed adds explosive combat, powerful legends, and extra combat potential.\nTogether they create a resilient combat deck capable of recovering from removal while maintaining constant pressure.\n\n"},{"attributes":{"bold":true},"insert":"Card Choices"},{"insert":"\nThe Equipment package balances utility, card advantage, evasion, protection, and finishing power instead of focusing entirely on raw stats.\nThe creature suite is built around Equipment synergy first. Every creature should either generate value, improve combat, protect the board, or (and usually) become an excellent carrier for Equipment when Cloud isn’t available.\nTutors are used primarily to find the correct Equipment for the current board state rather than assembling the same sequence every game.\n\n"},{"attributes":{"bold":true},"insert":"Power Level"},{"insert":"\nThis list is built for "},{"attributes":{"bold":true},"insert":"Commander Bracket 3"},{"insert":". It contains powerful staples and efficient interaction, but it is still fundamentally a combat deck. Games are won through board development, Equipment synergies, and combat decisions rather than consistently assembling early deterministic combos.\nIf left unchecked, the deck can end games quickly—but it still has to earn those wins..\n\n"}]}











































































