GiantLeopard
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Commander
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{"ops":[{"insert":"OVERVIEW"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Three main themes run this deck - aggro, dragons and a lil evasion. \nIn general you'll be making as many 5/5 flyers as you can through sneaky combat tricks, with some ninjitsu and unblockable, before ending out the game using one of the finishers, either a dragon combo piece, such as Utvara Hellkite or an extra combat spell, such as Scourge of the Throne. If you enjoy swinging out with big fliers in the air and planning ways to get combat damage through, this is a great pick. As for flavour, I tried to go with metal, heavy printings, but I prioritised more optimal cards over flavour.\nRule 0"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck functions as a powerful bracket three, featuring two gamechangers, (Jeska's Will and Cyclonic Rift). There aren't any two card combos, land denial or extra turn spells. While this deck isn't quite up to bracket four, at a bracket two table it likely will be too powerful so make sure your pod is okay with it. There is little to be salty about in this deck, so that shouldn't cause any problems.\nHOW TO PLAY"},{"attributes":{"header":1},"insert":"\n"},{"insert":"For a general gameplan , the first couple of turns will be uneventful, until turn three, when you play your commander. Then turns 4, 5 and 6 are spent building up a boardstate before you try and win by swinging out with massive flying damage. One of the crucial parts about this deck is sometimes having to hold up smaller drops form your first couple of turns, since they need to be entering the battlefield this turn with your commander on the field to make dragons.\nTurn One"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Often this deck lacks a turn one play, and most of the time it is best to try and play any tap lands you have so you can be on curve for the rest of the game.\nTurn Two"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Some cards, such as Determined Iteration are two drops, but often it can just be a mana rock.\nTurn Three"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Always bring in your commander now, since they enable most of the deck, otherwise the payoffs are very limited.\nTurn Four, Five and Six"},{"attributes":{"header":3},"insert":"\n"},{"insert":"These turns are where you want to start building up a board of 5/5 fliers. Here you want to be chipping down dangerous opponents with the power you already have in the air, but keeping them up for blockers is also fine.\nTurn Seven"},{"attributes":{"header":3},"insert":"\n"},{"insert":"By this point, you should have lots of power in the air, and you should be able to play a finisher like Kolaghan, the Storm's Fury and try to knock some people out.\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck is incredibly reliant on the commander, since without it most of the deck turns into gimmicks. You often will need to adapt the gameplan lots around the commander.\nAnother weakness is sometimes it can be difficult to get through to some people for combat damage if they have fliers, in this case just focus on their opponents until you can out do them in combat.\nOverall your gameplan needs to be adaptable and plan ahead to be able to get those first turn entering the battlefield combat damage.\nIf you have any recommendations or questions, leave a comment."},{"attributes":{"header":2},"insert":"\n"},{"insert":"Have fun <3\n"}]}
Commander
Commander
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1st Turn ETB Damage
Delina, Wild Mage
Whenever Delina attacks, choose target creature you control, then roll a d20.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
Legendary Creature - Elf Shaman

Goldlust Triad
Flying
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
Creature - Dragon

Ragavan, Nimble Pilferer
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Legendary Creature - Pirate Monkey

Urabrask's Forge
At the beginning of combat on your turn, put an oil counter on this artifact, then create an X/1 red Phyrexian Horror creature token with trample and haste, where X is the number of oil counters on this artifact. Sacrifice that token at the beginning of the next end step.
Artifact

Zariel, Archduke of Avernus
+1: Creatures you control get +1/+0 and gain haste until end of turn.
0: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
−6: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
0: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
−6: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
Legendary Planeswalker - Zariel

1st Turn ETB Damage
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Dragons
Kolaghan, the Storm's Fury
Flying
Whenever a Dragon you control attacks, creatures you control get +1/+0 until end of turn.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Whenever a Dragon you control attacks, creatures you control get +1/+0 until end of turn.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Legendary Creature - Dragon

Dragons
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Draw
Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity 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.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity 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 - Cat Glimmer

Draw
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Ender
Kaito Shizuki
At the beginning of your end step, if Kaito entered this turn, he phases out.
+1: Draw a card. Then discard a card unless you attacked this turn.
−2: Create a 1/1 blue Ninja creature token with "This token can't be blocked."
−7: You get an emblem with "Whenever a creature you control deals combat damage to a player, search your library for a blue or black creature card, put it onto the battlefield, then shuffle."
+1: Draw a card. Then discard a card unless you attacked this turn.
−2: Create a 1/1 blue Ninja creature token with "This token can't be blocked."
−7: You get an emblem with "Whenever a creature you control deals combat damage to a player, search your library for a blue or black creature card, put it onto the battlefield, then shuffle."
Legendary Planeswalker - Kaito

Ender
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Extra combats
Combat Celebrant
If this creature hasn't been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase. (An exerted creature won't untap during your next untap step.)
Creature - Human Warrior

Great Train Heist
Spree (Choose one or more additional costs.)
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Instant

Scourge of the Throne
Flying
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Whenever this creature attacks for the first time each turn, if it's attacking the player with the most life or tied for most life, untap all attacking creatures. After this phase, there is an additional combat phase.
Creature - Dragon

Extra combats
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Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Ninjutsu
Dokuchi Silencer
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever this creature deals combat damage to a player, you may discard a creature card. When you do, destroy target creature or planeswalker that player controls.
Whenever this creature deals combat damage to a player, you may discard a creature card. When you do, destroy target creature or planeswalker that player controls.
Creature - Human Ninja

Mistblade Shinobi
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever this creature deals combat damage to a player, you may return target creature that player controls to its owner's hand.
Whenever this creature deals combat damage to a player, you may return target creature that player controls to its owner's hand.
Creature - Human Ninja

Moon-Circuit Hacker
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card unless this creature entered this turn.
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card unless this creature entered this turn.
Creature Enchantment - Human Ninja

Sakashima's Student
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
You may have this creature enter as a copy of any creature on the battlefield, except it's a Ninja in addition to its other creature types.
You may have this creature enter as a copy of any creature on the battlefield, except it's a Ninja in addition to its other creature types.
Creature - Human Ninja

Skullsnatcher
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever this creature deals combat damage to a player, exile up to two target cards from that player's graveyard.
Whenever this creature deals combat damage to a player, exile up to two target cards from that player's graveyard.
Creature - Rat Ninja

Thousand-Faced Shadow
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Flying
When this creature enters from your hand, if it's attacking, create a token that's a copy of another target attacking creature. The token enters tapped and attacking.
Flying
When this creature enters from your hand, if it's attacking, create a token that's a copy of another target attacking creature. The token enters tapped and attacking.
Creature - Human Ninja

Ninjutsu
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Ramp
Ramp
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Removal
Removal
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Theft
Nashi, Moon Sage's Scion
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever Nashi deals combat damage to a player, exile the top card of each player's library. Until end of turn, you may play one of those cards. If you cast a spell this way, pay life equal to its mana value rather than paying its mana cost.
Whenever Nashi deals combat damage to a player, exile the top card of each player's library. Until end of turn, you may play one of those cards. If you cast a spell this way, pay life equal to its mana value rather than paying its mana cost.
Legendary Creature - Rat Ninja

Theft
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Sideboard
Sideboard
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"OVERVIEW"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Three main themes run this deck - aggro, dragons and a lil evasion. \nIn general you'll be making as many 5/5 flyers as you can through sneaky combat tricks, with some ninjitsu and unblockable, before ending out the game using one of the finishers, either a dragon combo piece, such as Utvara Hellkite or an extra combat spell, such as Scourge of the Throne. If you enjoy swinging out with big fliers in the air and planning ways to get combat damage through, this is a great pick. As for flavour, I tried to go with metal, heavy printings, but I prioritised more optimal cards over flavour.\nRule 0"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck functions as a powerful bracket three, featuring two gamechangers, (Jeska's Will and Cyclonic Rift). There aren't any two card combos, land denial or extra turn spells. While this deck isn't quite up to bracket four, at a bracket two table it likely will be too powerful so make sure your pod is okay with it. There is little to be salty about in this deck, so that shouldn't cause any problems.\nHOW TO PLAY"},{"attributes":{"header":1},"insert":"\n"},{"insert":"For a general gameplan , the first couple of turns will be uneventful, until turn three, when you play your commander. Then turns 4, 5 and 6 are spent building up a boardstate before you try and win by swinging out with massive flying damage. One of the crucial parts about this deck is sometimes having to hold up smaller drops form your first couple of turns, since they need to be entering the battlefield this turn with your commander on the field to make dragons.\nTurn One"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Often this deck lacks a turn one play, and most of the time it is best to try and play any tap lands you have so you can be on curve for the rest of the game.\nTurn Two"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Some cards, such as Determined Iteration are two drops, but often it can just be a mana rock.\nTurn Three"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Always bring in your commander now, since they enable most of the deck, otherwise the payoffs are very limited.\nTurn Four, Five and Six"},{"attributes":{"header":3},"insert":"\n"},{"insert":"These turns are where you want to start building up a board of 5/5 fliers. Here you want to be chipping down dangerous opponents with the power you already have in the air, but keeping them up for blockers is also fine.\nTurn Seven"},{"attributes":{"header":3},"insert":"\n"},{"insert":"By this point, you should have lots of power in the air, and you should be able to play a finisher like Kolaghan, the Storm's Fury and try to knock some people out.\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck is incredibly reliant on the commander, since without it most of the deck turns into gimmicks. You often will need to adapt the gameplan lots around the commander.\nAnother weakness is sometimes it can be difficult to get through to some people for combat damage if they have fliers, in this case just focus on their opponents until you can out do them in combat.\nOverall your gameplan needs to be adaptable and plan ahead to be able to get those first turn entering the battlefield combat damage.\nIf you have any recommendations or questions, leave a comment."},{"attributes":{"header":2},"insert":"\n"},{"insert":"Have fun <3\n"}]}



















































































