HarvestWind
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Commander
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{"ops":[{"insert":"CASS, HAND OF VENGEANCE — DECK PRIMER\nBoros Auras — Combo, Tokens, Ping. List inspired by Reminder Text (https://www.youtube.com/@ReminderText).\n100 cards: 60 spells, 40 lands. Nonland curve 0/1/2/3/4/5 mana = 1/18/18/17/3/3 cards, average 2.2.\nTHE COMMANDER\nCass, Hand of Vengeance ({2}{R}{W}, vigilance): Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Auras that were attached to it from your graveyard to the battlefield attached to target creature, then attach its Equipment to that creature.\nCass is a recycling plant. A creature dying while dressed re-clothes a new body for free, and Auras with enters-the-battlefield triggers fire again on every re-attach. Death is part of the plan: a board wipe just re-dresses your survivors instead of resetting you. She costs only 4, so recasting is realistic — she is the one card you protect.\n\nTHE COMBO\nPrimary loop (infinite ping): Cass + Mask of Immolation + one ETB-token Aura (Cartouche of Solidarity, Squire's Devotion, Nurturing Presence, Roadside Assistance) + one spare body.\n1. Sacrifice the dressed creature to the ability Mask grants: 1 damage to any target.\n2. It died enchanted and equipped, so Cass re-attaches the Aura and Mask to another creature; the Aura's ETB creates a fresh token.\n3. Repeat. Body count rises every cycle and each ping targets anything — kill the table.\nMortarpod replaces Mask. Grafted Wargear is a free outlet: Equip {0} moves it and sacrifices the old wearer, still triggering Cass.\nBody-printing variant: Cass + Archon of Sun's Grace or Ghostly Dancers + any sac outlet. Every re-attached Aura is an enchantment entering, so each sacrifice yields a 2/2 lifelink Pegasus or a 3/1 flying Spirit. Mask or Mortarpod then converts that army into damage.\nSwarm finisher: Murder Investigation on your biggest token — Soldiers equal to its power when it dies, plus re-attachment. Burn finisher: Pain for All (damage equal to the wearer's power on attach, reflected to each opponent). Combat finisher: Grim Reaper's Sprint — Morbid discount, +2/+2, haste, and an extra combat for the token army.\n\nTHE ENGINE\nDraw: Sram, Senior Edificer; Kor Spiritdancer (also +2/+2 per Aura); Mesa Enchantress; Pearl-Ear, Imperial Advisor (discounts enchantments, draws on modified targets); Armory Paladin; Tragic Poet (recycles an Aura). Seven ETB-draw Auras — Angelic Gift, Chosen by Heliod, Dragon Mantle, Feather of Flight, Rune of Speed, Pentarch Ward, Unquestioned Authority — draw a card again every time Cass re-attaches them.\nTutors: Heliod's Pilgrim (Aura), Moon-Blessed Cleric (enchantment), Open the Armory (Aura or Equipment — finds Mask), Axgard Armory (a land that tutors both late game).\nRamp: Sticky Fingers (Treasure on combat damage, card on death), Minimus Containment (removal that becomes Treasures), Roadside Reliquary.\n\nSUPPORT\nTokens: Archon of Sun's Grace, Ghostly Dancers, the ETB Auras above, Mandibular Kite and Glimmer Lens (living-weapon bodies), Momo, Playful Pet, Ornithopter.\nSac outlets: Betrothed of Fire (pump), Fanatical Devotion (regenerate — saves Cass), Martyr's Cause (damage prevention), Curious Farm Animals (destroy an artifact or enchantment).\nProtection: Swiftfoot Boots, Blacksmith's Skill, Shardmage's Rescue, Alseid of Life's Bounty, Pentarch Ward, Unquestioned Authority, Sheltered by Ghosts, Beloved Princess, Conqueror's Flail (opponents can't cast spells during your turn — combo-turn cover).\nRemoval: Darksteel Mutation (permanent ignore button), Minimus Containment, Grasp of Fate, Sheltered by Ghosts.\n\nGAME PLAN\nTurns 1-3: deploy a draw engine and cheap Auras; every card replaces itself or makes a body. Turns 4-6: cast Cass, dress one creature, start looping sacrifices for cards and tokens; tutor for Mask if missing. Combo turn: with Cass, Mask, and a token Aura live, start the ping loop behind Conqueror's Flail or Blacksmith's Skill, or swing under Grim Reaper's Sprint.\nMulligan: keep 2-3 lands with both colors plus a draw engine, or a cheap Aura and a body. Throw back all-engine/no-Aura and all-Aura/no-engine hands. Tutor priority: Mask of Immolation, then a token Aura, then an engine.\n\nWEAKNESSES\nCass is the engine — recast her at 4 and keep protection up. Graveyard hate blanks re-attachment; switch to normal casting and the token army. Enchantment removal strips the outfit piece by piece — spread Auras across two bodies. No counterspells: Conqueror's Flail and Blacksmith's Skill are the cover. Lifelink bodies offset life loss from aggressive lands.\nOptional upgrades: Ashnod's Altar, Impact Tremors, Purphoros, Sigil of the Empty Throne.\n\n"}]}
Commander
Cass, Hand of Vengeance
Vigilance
Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
Legendary Creature - Human Ranger

Commander
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Counters
Counters
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Draw
Etali's Favor
Enchant creature you control
When this Aura enters, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Enchanted creature gets +1/+1 and has trample.
When this Aura enters, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Enchanted creature gets +1/+1 and has trample.
Enchantment - Aura

Pearl-Ear, Imperial Advisor
Lifelink
Enchantment spells you cast have affinity for Auras. (They cost less to cast for each Aura you control.)
Whenever you cast an Aura spell that targets a modified permanent you control, draw a card. (Equipment, Auras you control, and counters are modifications.)
Enchantment spells you cast have affinity for Auras. (They cost less to cast for each Aura you control.)
Whenever you cast an Aura spell that targets a modified permanent you control, draw a card. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature - Advisor Fox

Songbirds' Blessing
Enchant creature
Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.
Enchantment - Aura

Draw
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Evasion
Miner's Guidewing
Flying, vigilance
When this creature dies, target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
When this creature dies, target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
Creature - Bird

Evasion
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Finisher
Grim Reaper's Sprint
Morbid — This spell costs less to cast if a creature died this turn.
Enchant creature
When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
Enchant creature
When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
Enchantment - Aura

Finisher
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Land
Land
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Lifegain
Hopeful Eidolon
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Enchanted creature gets +1/+1 and has lifelink.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Enchanted creature gets +1/+1 and has lifelink.
Creature Enchantment - Spirit

Lifegain
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Protection
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Ramp
Sticky Fingers
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchantment - Aura

Ramp
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Recursion
Sun-Blessed Healer
Kicker (You may pay an additional as you cast this spell.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When this creature enters, if it was kicked, return target nonland permanent card with mana value 2 or less from your graveyard to the battlefield.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When this creature enters, if it was kicked, return target nonland permanent card with mana value 2 or less from your graveyard to the battlefield.
Creature - Human Cleric

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

Recursion
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Removal
Removal
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Sac Outlet
Mask of Immolation
When this Equipment enters, create a 1/1 red Elemental creature token, then attach this Equipment to it.
Equipped creature has "Sacrifice this creature: It deals 1 damage to any target."
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature has "Sacrifice this creature: It deals 1 damage to any target."
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Sac Outlet
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Tokens
Archon of Sun's Grace
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature - Archon

Ghostly Dancers
Flying
When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
Creature - Spirit

Tokens
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Tutor
Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"CASS, HAND OF VENGEANCE — DECK PRIMER\nBoros Auras — Combo, Tokens, Ping. List inspired by Reminder Text (https://www.youtube.com/@ReminderText).\n100 cards: 60 spells, 40 lands. Nonland curve 0/1/2/3/4/5 mana = 1/18/18/17/3/3 cards, average 2.2.\nTHE COMMANDER\nCass, Hand of Vengeance ({2}{R}{W}, vigilance): Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Auras that were attached to it from your graveyard to the battlefield attached to target creature, then attach its Equipment to that creature.\nCass is a recycling plant. A creature dying while dressed re-clothes a new body for free, and Auras with enters-the-battlefield triggers fire again on every re-attach. Death is part of the plan: a board wipe just re-dresses your survivors instead of resetting you. She costs only 4, so recasting is realistic — she is the one card you protect.\n\nTHE COMBO\nPrimary loop (infinite ping): Cass + Mask of Immolation + one ETB-token Aura (Cartouche of Solidarity, Squire's Devotion, Nurturing Presence, Roadside Assistance) + one spare body.\n1. Sacrifice the dressed creature to the ability Mask grants: 1 damage to any target.\n2. It died enchanted and equipped, so Cass re-attaches the Aura and Mask to another creature; the Aura's ETB creates a fresh token.\n3. Repeat. Body count rises every cycle and each ping targets anything — kill the table.\nMortarpod replaces Mask. Grafted Wargear is a free outlet: Equip {0} moves it and sacrifices the old wearer, still triggering Cass.\nBody-printing variant: Cass + Archon of Sun's Grace or Ghostly Dancers + any sac outlet. Every re-attached Aura is an enchantment entering, so each sacrifice yields a 2/2 lifelink Pegasus or a 3/1 flying Spirit. Mask or Mortarpod then converts that army into damage.\nSwarm finisher: Murder Investigation on your biggest token — Soldiers equal to its power when it dies, plus re-attachment. Burn finisher: Pain for All (damage equal to the wearer's power on attach, reflected to each opponent). Combat finisher: Grim Reaper's Sprint — Morbid discount, +2/+2, haste, and an extra combat for the token army.\n\nTHE ENGINE\nDraw: Sram, Senior Edificer; Kor Spiritdancer (also +2/+2 per Aura); Mesa Enchantress; Pearl-Ear, Imperial Advisor (discounts enchantments, draws on modified targets); Armory Paladin; Tragic Poet (recycles an Aura). Seven ETB-draw Auras — Angelic Gift, Chosen by Heliod, Dragon Mantle, Feather of Flight, Rune of Speed, Pentarch Ward, Unquestioned Authority — draw a card again every time Cass re-attaches them.\nTutors: Heliod's Pilgrim (Aura), Moon-Blessed Cleric (enchantment), Open the Armory (Aura or Equipment — finds Mask), Axgard Armory (a land that tutors both late game).\nRamp: Sticky Fingers (Treasure on combat damage, card on death), Minimus Containment (removal that becomes Treasures), Roadside Reliquary.\n\nSUPPORT\nTokens: Archon of Sun's Grace, Ghostly Dancers, the ETB Auras above, Mandibular Kite and Glimmer Lens (living-weapon bodies), Momo, Playful Pet, Ornithopter.\nSac outlets: Betrothed of Fire (pump), Fanatical Devotion (regenerate — saves Cass), Martyr's Cause (damage prevention), Curious Farm Animals (destroy an artifact or enchantment).\nProtection: Swiftfoot Boots, Blacksmith's Skill, Shardmage's Rescue, Alseid of Life's Bounty, Pentarch Ward, Unquestioned Authority, Sheltered by Ghosts, Beloved Princess, Conqueror's Flail (opponents can't cast spells during your turn — combo-turn cover).\nRemoval: Darksteel Mutation (permanent ignore button), Minimus Containment, Grasp of Fate, Sheltered by Ghosts.\n\nGAME PLAN\nTurns 1-3: deploy a draw engine and cheap Auras; every card replaces itself or makes a body. Turns 4-6: cast Cass, dress one creature, start looping sacrifices for cards and tokens; tutor for Mask if missing. Combo turn: with Cass, Mask, and a token Aura live, start the ping loop behind Conqueror's Flail or Blacksmith's Skill, or swing under Grim Reaper's Sprint.\nMulligan: keep 2-3 lands with both colors plus a draw engine, or a cheap Aura and a body. Throw back all-engine/no-Aura and all-Aura/no-engine hands. Tutor priority: Mask of Immolation, then a token Aura, then an engine.\n\nWEAKNESSES\nCass is the engine — recast her at 4 and keep protection up. Graveyard hate blanks re-attachment; switch to normal casting and the token army. Enchantment removal strips the outfit piece by piece — spread Auras across two bodies. No counterspells: Conqueror's Flail and Blacksmith's Skill are the cover. Lifelink bodies offset life loss from aggressive lands.\nOptional upgrades: Ashnod's Altar, Impact Tremors, Purphoros, Sigil of the Empty Throne.\n\n"}]}


























































