antillchris88@gmail.com
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Commander
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{"ops":[{"insert":"This deck is Hulk-themed to make the most use of the Power-up ability. Aggressively casual, likely bracket 2.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Ramp:"},{"insert":"\n"},{"insert":{"card-link":"Hulk, Gamma Goliath"}},{"insert":" is the commander and reduces the cost of Power-up abilities by 3 colorless mana. If the creature entered that turn, the ability is also reduced by the mana value of the creature, including colored mana. Ideally, most of the Power-up abilities would either be free or cost 1 mana. With "},{"insert":{"card-link":"Advancing the Spirit"}},{"insert":" , the first one each turn is free. Additionally, "},{"insert":{"card-link":"Quinjet Technician"}},{"insert":" add RR that can only be used towards Power-up abilities. Nice to see a red mana dork that actually contributes. \n\nThe rest of the ramp is cost reduction. Since most of the creature are multicolored and include 2-3 generic mana in their cost, I went with "},{"insert":{"card-link":"Emerald Medallion"}},{"insert":" and "},{"insert":{"card-link":"Ruby Medallion"}},{"insert":" to keep it efficient. "},{"insert":{"card-link":"Goblin Anarchomancer"}},{"insert":" also helps reduce casting cost, which doesn't impact the cost reduction for Power-up, but makes it realistically affordable to cast. I considered "},{"insert":{"card-link":"Goreclaw, Terror of Qal Sisma"}},{"insert":" for further cost reductions but felt it was too much mana to cast. \n\n"},{"insert":{"card-link":"Agatha of the Vile Cauldron"}},{"insert":" also reduces the cost of activated abilities, making the Power-up abilities significantly more affordable without the commander. \n\n"},{"insert":{"card-link":"Giant-Man, Gargantuan Genius"}},{"insert":" and "},{"insert":{"card-link":"Doc Samson, Super Psychiatrist"}},{"insert":" both scale well and can add a lot of mana to help close out games. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Copy:"},{"insert":"\nThere aren't a lot of overwhelmingly strong Power-up abilities in Gruul colors for how mana intensive they can be. To circumvent this, you can try to make copies of the creatures with strong Power-up abilities and then trigger them additional times. \n\nSince there aren't many options in Gruul, "},{"insert":{"card-link":"Helm of the Host"}},{"insert":" ,"},{"insert":{"card-link":"Illusionist's Bracers"}},{"insert":" , and "},{"insert":{"card-link":"Lithoform Engine"}},{"insert":" were considered to copy creatures and/or abilities. A token copy of creatures can have their Power-up abilities reduced by the Hulk as long as they copy the mana value . So if any creatures' Power-up abilities are reduced to 0 from the Hulk's cost reduction, so are the token copies. \n\nWith"},{"insert":{"card-link":"Wonder Man, Hollywood Hero"}},{"insert":" , you can use their Power-up abilities twice for free with the Hulk cost reduction. \n\n"},{"insert":{"card-link":"Loki Laufeyson"}},{"insert":" can copy sorceries or instants. If powered up, it can copy almost any instant or sorcery in the deck mana value 4 or less. Any additional boosts, and every instant or sorcery can be copies for 1 mana. This can help ramp early since all the ramp spells are 2 mana or copy fight/bite/pump spells late game. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"SMASH!!!"},{"insert":"\n"},{"insert":{"card-link":"She-Hulk, Wallbreaker"}},{"insert":" also provides trample for heroes as well as excellent counters synergy. \n\nThere are a healthy amount of Hulk-flavored fight and bite spells. "},{"insert":{"card-link":"Bushmaster, Coiled Henchman"}},{"insert":" gives all creature you control with a +1/+1 counter in it deathtouch, making them even more potent. You could consider "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" over Blasphemous Act to have the creatures deal the damage. \n\n"},{"insert":{"card-link":"Hulk, Always Angry"}},{"insert":" is an artifact board wipe. Several spells also include an option to destroy an enchantment or artifact. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Upgrades"},{"insert":":\nTo raise the power level (albeit slightly), include "},{"insert":{"card-link":"Hardened Scales"}},{"insert":" ,"},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":" , and "},{"insert":{"card-link":"Sphere Grid"}},{"insert":" . Other powerful upgrades include "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" ,"},{"insert":{"card-link":"Sylvan Library"}},{"insert":" ,"},{"insert":{"card-link":"Sneak Attack"}},{"insert":" , and other powerful cards not suitable for bracket 2. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Wincon"},{"insert":":\nBad news, if you're looking for a dedicated path to victory there really isn't one other than just reckless combat damage and trample. Limited protection pieces make the deck very susceptible to board wipes and removal. This is a bracket 2 deck but with the right hand could be low bracket 3. \n\n\n"}]}
Commander
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.)
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

Commander
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Burn
Human Torch, Johnny Storm
Flying
Whenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent.
Power-up — : Put three +1/+1 counters on Human Torch. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Whenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent.
Power-up — : Put three +1/+1 counters on Human Torch. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature - Human Hero

Burn
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Copy
Loki Laufeyson
, : When you next cast an instant or sorcery spell with mana value less than or equal to Loki's power this turn, copy that spell. You may choose new targets for the copy.
Power-up — : Put two +1/+1 counters on Loki. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Power-up — : Put two +1/+1 counters on Loki. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature - Villain God Sorcerer

Wonder Man, Hollywood Hero
Flying
Each power-up ability of permanents you control can be activated an additional time.
Power-up — : Put two +1/+1 counters on Wonder Man. (Activate each power-up ability only . . . once? Reduce the cost by his mana cost if he entered this turn.)
Each power-up ability of permanents you control can be activated an additional time.
Power-up — : Put two +1/+1 counters on Wonder Man. (Activate each power-up ability only . . . once? Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature - Human Hero Performer

Copy
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Counters
Shang-Chi, Martial Mentor
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Power-up — : Put three +1/+1 counters on Shang-Chi. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Power-up — : Put three +1/+1 counters on Shang-Chi. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature - Human Warrior Hero

Counters
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Creature
Creature
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Draw
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.
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

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.)
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

Goliath, Mass Manipulator
Reach (This creature can block creatures with flying.)
Power-up — : Put two +1/+1 counters on Goliath. Then draw a card for each creature you control with power 4 or greater. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Power-up — : Put two +1/+1 counters on Goliath. Then draw a card for each creature you control with power 4 or greater. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature - Human Scientist Hero

Jack of Hearts, Volatile Hero
Flying, haste
When Jack of Hearts dies, he deals damage equal to his power to each creature.
Power-up — : Discard your hand, then draw three cards. Put two +1/+1 counters on Jack of Hearts. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
When Jack of Hearts dies, he deals damage equal to his power to each creature.
Power-up — : Discard your hand, then draw three cards. Put two +1/+1 counters on Jack of Hearts. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature - Human Hero Alien

Viv Vision, Teen Synthezoid
Flying
Cybernetic Senses — Whenever Viv Vision attacks, draw a card if her power is 4 or greater.
Power-up — : Put two +1/+1 counters on Viv Vision. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Cybernetic Senses — Whenever Viv Vision attacks, draw a card if her power is 4 or greater.
Power-up — : Put two +1/+1 counters on Viv Vision. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Legendary Creature Artifact - Hero Robot

Draw
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Enchantment
Family's Favor
Whenever you attack, put a shield counter on target attacking creature. Until end of turn, it gains "Whenever this creature deals combat damage to a player, remove a shield counter from it. If you do, draw a card." (If a creature with a shield counter on it would be dealt damage or destroyed, remove a shield counter from it instead.)
Enchantment

Enchantment
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Evasion
Evasion
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Land
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
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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Protection
Protection
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Pump
Pump
(CTRL to add secondary)
Ramp
Agatha of the Vile Cauldron
Activated abilities of creatures you control cost less to activate, where X is Agatha's power. This effect can't reduce the mana in that cost to less than one mana.
: Other creatures you control get +1/+1 and gain trample and haste until end of turn.
: Other creatures you control get +1/+1 and gain trample and haste until end of turn.
Legendary Creature - Human Warlock

Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

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.
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

Ramp
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Recursion
Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Recursion
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Removal
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.
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'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.
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

Iron Fist, Hero for Hire
Trample
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Power-up — : Iron Fist deals 5 damage divided as you choose among up to five targets. Put five +1/+1 counters on Iron Fist. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Power-up — : Iron Fist deals 5 damage divided as you choose among up to five targets. Put five +1/+1 counters on Iron Fist. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature - Human Mercenary Hero

Removal
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Tokens
Tokens
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Sideboard
Sideboard
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Maybeboard
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.
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

Invigorating Hot Spring
This enchantment enters with four +1/+1 counters on it.
Modified creatures you control have haste. (Equipment, Auras you control, and counters are modifications.)
Remove a +1/+1 counter from this enchantment: Put a +1/+1 counter on target creature you control. Activate only as a sorcery and only once each turn.
Modified creatures you control have haste. (Equipment, Auras you control, and counters are modifications.)
Remove a +1/+1 counter from this enchantment: Put a +1/+1 counter on target creature you control. Activate only as a sorcery and only once each turn.
Enchantment

Iroh, Dragon of the West
Haste
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, each creature you control with a counter on it gains firebending 2 until end of turn. (Whenever it attacks, add . This mana lasts until end of combat.)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, each creature you control with a counter on it gains firebending 2 until end of turn. (Whenever it attacks, add . This mana lasts until end of combat.)
Legendary Creature - Human Ally Noble

Maybeboard
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Power-up Creatures
Molly Hayes, Runaway
Power-up — : Put two +1/+1 counters on Molly Hayes. Exile the top card of your library. Until the end of your next turn, you may play that card. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Legendary Creature - Mutant Hero

Quicksilver, Brash Blur
If Quicksilver, Brash Blur is in your opening hand, you may begin the game with him on the battlefield.
Haste
Power-up — : Put a +1/+1 counter and a double strike counter on Quicksilver. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Haste
Power-up — : Put a +1/+1 counter and a double strike counter on Quicksilver. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature - Mutant Hero

White Tiger, Ava Ayala
Power-up — : Put a +1/+1 counter on White Tiger and create The Tiger God, a legendary 4/4 green Cat God creature token with "The Tiger God can't be blocked by more than one creature." (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Legendary Creature - Human Hero

Power-up Creatures
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This deck is Hulk-themed to make the most use of the Power-up ability. Aggressively casual, likely bracket 2.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Ramp:"},{"insert":"\n"},{"insert":{"card-link":"Hulk, Gamma Goliath"}},{"insert":" is the commander and reduces the cost of Power-up abilities by 3 colorless mana. If the creature entered that turn, the ability is also reduced by the mana value of the creature, including colored mana. Ideally, most of the Power-up abilities would either be free or cost 1 mana. With "},{"insert":{"card-link":"Advancing the Spirit"}},{"insert":" , the first one each turn is free. Additionally, "},{"insert":{"card-link":"Quinjet Technician"}},{"insert":" add RR that can only be used towards Power-up abilities. Nice to see a red mana dork that actually contributes. \n\nThe rest of the ramp is cost reduction. Since most of the creature are multicolored and include 2-3 generic mana in their cost, I went with "},{"insert":{"card-link":"Emerald Medallion"}},{"insert":" and "},{"insert":{"card-link":"Ruby Medallion"}},{"insert":" to keep it efficient. "},{"insert":{"card-link":"Goblin Anarchomancer"}},{"insert":" also helps reduce casting cost, which doesn't impact the cost reduction for Power-up, but makes it realistically affordable to cast. I considered "},{"insert":{"card-link":"Goreclaw, Terror of Qal Sisma"}},{"insert":" for further cost reductions but felt it was too much mana to cast. \n\n"},{"insert":{"card-link":"Agatha of the Vile Cauldron"}},{"insert":" also reduces the cost of activated abilities, making the Power-up abilities significantly more affordable without the commander. \n\n"},{"insert":{"card-link":"Giant-Man, Gargantuan Genius"}},{"insert":" and "},{"insert":{"card-link":"Doc Samson, Super Psychiatrist"}},{"insert":" both scale well and can add a lot of mana to help close out games. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Copy:"},{"insert":"\nThere aren't a lot of overwhelmingly strong Power-up abilities in Gruul colors for how mana intensive they can be. To circumvent this, you can try to make copies of the creatures with strong Power-up abilities and then trigger them additional times. \n\nSince there aren't many options in Gruul, "},{"insert":{"card-link":"Helm of the Host"}},{"insert":" ,"},{"insert":{"card-link":"Illusionist's Bracers"}},{"insert":" , and "},{"insert":{"card-link":"Lithoform Engine"}},{"insert":" were considered to copy creatures and/or abilities. A token copy of creatures can have their Power-up abilities reduced by the Hulk as long as they copy the mana value . So if any creatures' Power-up abilities are reduced to 0 from the Hulk's cost reduction, so are the token copies. \n\nWith"},{"insert":{"card-link":"Wonder Man, Hollywood Hero"}},{"insert":" , you can use their Power-up abilities twice for free with the Hulk cost reduction. \n\n"},{"insert":{"card-link":"Loki Laufeyson"}},{"insert":" can copy sorceries or instants. If powered up, it can copy almost any instant or sorcery in the deck mana value 4 or less. Any additional boosts, and every instant or sorcery can be copies for 1 mana. This can help ramp early since all the ramp spells are 2 mana or copy fight/bite/pump spells late game. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"SMASH!!!"},{"insert":"\n"},{"insert":{"card-link":"She-Hulk, Wallbreaker"}},{"insert":" also provides trample for heroes as well as excellent counters synergy. \n\nThere are a healthy amount of Hulk-flavored fight and bite spells. "},{"insert":{"card-link":"Bushmaster, Coiled Henchman"}},{"insert":" gives all creature you control with a +1/+1 counter in it deathtouch, making them even more potent. You could consider "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" over Blasphemous Act to have the creatures deal the damage. \n\n"},{"insert":{"card-link":"Hulk, Always Angry"}},{"insert":" is an artifact board wipe. Several spells also include an option to destroy an enchantment or artifact. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Upgrades"},{"insert":":\nTo raise the power level (albeit slightly), include "},{"insert":{"card-link":"Hardened Scales"}},{"insert":" ,"},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":" , and "},{"insert":{"card-link":"Sphere Grid"}},{"insert":" . Other powerful upgrades include "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" ,"},{"insert":{"card-link":"Sylvan Library"}},{"insert":" ,"},{"insert":{"card-link":"Sneak Attack"}},{"insert":" , and other powerful cards not suitable for bracket 2. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Wincon"},{"insert":":\nBad news, if you're looking for a dedicated path to victory there really isn't one other than just reckless combat damage and trample. Limited protection pieces make the deck very susceptible to board wipes and removal. This is a bracket 2 deck but with the right hand could be low bracket 3. \n\n\n"}]}










































































































