Lifeguard
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Commander
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{"ops":[{"insert":"Death by a thousand cuts! This deck is based around the idea of discarding lands and other cards to turn into bits of incrimental damage, that, when combined with our commander will keep up card advantage and eventually burn our opponents out. \nThe core of the deck is Seismic Assault, Land's Edge, Molten Vortex, Invasion of Kaldheim//Pyre of the world tree and Cool but Rude. These cards enable us to follow the main game plan of discarding lands to burn out our opponents in incriments of 2, with Matoc impulse drawing a new card each time we activate or trigger one of these abilities. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cards like Memory Worm, Nico Minoru, Advanced Reconstruction, and Iraxxa make sure to continue fueling our gameplan by turning the cards Matoc exiles into more damage and even more cards exiled with his ability. In Iraxxa's case, making us 2/2 tokens that will help us block or go on the offensive and continue to trigger Matoc's ability."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cards like Virtue of Courage, Inti, Monument to Endurance, Veronica, and Sulfuric Vortex(with our Matoc in play) help turn our plan of discarding cards for damage into a repeatable value engine"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Several cards are dedicated to refilling our hand, if all goes according to plan we will be exiling plenty of cards off the top of our library but we will still want to keep our hand full to be be able to keep discarding our lands and fueling the engine, this is accomplished with cards like Bag of Holding, Wheel of Misfortune, Ox of Agonas, Change of Fortune, and the others in the 'refill' category."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Lastly, we have several cards dedicated to generic burn towards our opponents, but not doing damage in increments of 2. while these cards will not trigger Matoc's ability, cards like Shadow of the Goblin, Brallin, Glint-Horn Buccaneer, and Magmakin Artillerist all trigger off of our main game plan, and will help us push through extra damage and help win the game. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Playing the Deck:\n\tPlaying the deck can be fairly complicated, as it is essentially a mono-red storm list based around a few key enchantments which outside of Gamble and the final level of Cool but Rude we cannot tutor for. To account for this we will want to mulligan to an opening hand that at least has one of the key pieces mentioned above, or at least has a few of our card advantage/selection pieces so we can dig. This will likely play out as a normal commander deck would in the first few turns, trying to ramp into our commander and one or two of our key enchantments, and from there carefully deciding which lines of play we want to chase down. Usually, we only will find that we end up with one of two setups:\nDiscard: we can often find ourselves with a lot of our key discard/graveyard pieces on the field (e.g. Cool but Rude, Seismic Assault, Advanced Reconstruction, and/or Brallin), this is often going to result in one of the most red play patterns possible, we want to discard as many cards as we possibly can, dig for one of the cards that will let us refill our hand to keep discarding cards. Not mentioned above are Harnfel and Patchwork Gnomes, which will let us discard our nonland cards as well but will not come with our 2 damage included. These cards can help when we have discard payoffs but often can feel stuck in our hands if we do not have one of those payoffs. If playing the deck you find that you have some but not a ton of the heavier discard payoff cards, that's where our commander's activated ability can help us dig for extra cards with cards we have discarded, and you want to prioritize digging for those payoff cards if you think this is where you will find the most success."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Exile: we have several cards that enable us to do 2 damage whenever we play a card from exile, either directly with Memory Worm and Nico Minoru, or through 2/2 Tokens with Iraxxa. Often times, even just one of these cards will enable you to play in a storm-y fasion, with each card you cast from exile enabling you to continue casting more cards from exile. If you find yourself set up with one or two of the key cards for this strategy it is often best to ramp as much as possible, to enable yourself to continually cast more and more cards from exile. Cards like Inti, Veronica, and Advanced Reconstruction will allow us to use our discard strategy as well as our exile strategy very efficiently, not only impulse drawing with our commander but also with our other effects too, to ensure we have redundancy and plenty of card selection."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\tThis section was essentially a long winded way of explaining that we want to discard cards to deal damage and/or exile cards from our deck, using the incrimental burn and constant supply of new cards to look at to further our game plan and keep burning our opponents out. While the deck has heavy storm elements to it and will often feel like a storm deck, the discard side can add more math to the equation, pitching cards in our hand for random temporary new ones and a little bit of damage. I hope this primer has made sense and that you enjoy the deck!\n"}]}
Matoc, Lavamancer
Whenever a source you control deals damage, if at least one permanent or player was dealt exactly 2 of that damage, exile the top card of your library. You may play it until the end of your next turn.
, , Exile two cards from your graveyard: Matoc deals 2 damage to any other target.
, , Exile two cards from your graveyard: Matoc deals 2 damage to any other target.
Legendary Creature - Human Wizard Barbarian

Commander
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Cool but Rude
(Gain the next level as a sorcery to add its ability.)
Whenever you attack, you may discard a card. If you do, draw a card.
: Level 2
Whenever you discard a card, this Class deals 2 damage to each opponent.
: Level 3
When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Whenever you attack, you may discard a card. If you do, draw a card.
: Level 2
Whenever you discard a card, this Class deals 2 damage to each opponent.
: Level 3
When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Enchantment - Class

Invasion of Kaldheim
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, exile all cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
When this Siege enters, exile all cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
Battle - Siege


Iraxxa, Empress of Mars
Trample
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Paradox — Whenever you cast a spell from anywhere other than your hand, create a 2/2 red Alien Warrior creature token.
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Paradox — Whenever you cast a spell from anywhere other than your hand, create a 2/2 red Alien Warrior creature token.
Legendary Creature - Warrior Alien

Nico Minoru, Runaway
Whenever you cast a spell from anywhere other than your hand, Nico Minoru deals 2 damage to each opponent.
, , Discard a card: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost.
, , Discard a card: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost.
Legendary Creature - Human Hero Warlock

Season of the Bold
Choose up to five worth of modes. You may choose the same mode more than once.
— Create a tapped Treasure token.
— Exile the top two cards of your library. Until the end of your next turn, you may play them.
— Until the end of your next turn, whenever you cast a spell, Season of the Bold deals 2 damage to up to one target creature.
— Create a tapped Treasure token.
— Exile the top two cards of your library. Until the end of your next turn, you may play them.
— Until the end of your next turn, whenever you cast a spell, Season of the Bold deals 2 damage to up to one target creature.
Sorcery

2 Burn
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Advanced Reconstruction
(Gain the next level as a sorcery to add its ability.)
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
Enchantment - Class

Inti, Seneschal of the Sun
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Legendary Creature - Human Knight

Veronica, Dissident Scribe
Menace
Whenever Veronica attacks, you may discard a card. If you do, draw a card.
Whenever you discard one or more nonland cards for the first time each turn, create a Junk token. (It's an artifact with ", Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever Veronica attacks, you may discard a card. If you do, draw a card.
Whenever you discard one or more nonland cards for the first time each turn, create a Junk token. (It's an artifact with ", Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Legendary Creature - Human Artificer Rogue

Card Advantage
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Artist's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Enchantment - Class

Card Selection
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Land
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Brallin, Skyshark Rider
Partner with Shabraz, the Skyshark (When this creature enters, target player may put Shabraz into their hand from their library, then shuffle.)
Whenever you discard a card, put a +1/+1 counter on Brallin and it deals 1 damage to each opponent.
: Target Shark gains trample until end of turn.
Whenever you discard a card, put a +1/+1 counter on Brallin and it deals 1 damage to each opponent.
: Target Shark gains trample until end of turn.
Legendary Creature - Human Shaman

Other Burn
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Surly Badgersaur
Whenever you discard a creature card, put a +1/+1 counter on this creature.
Whenever you discard a land card, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever you discard a noncreature, nonland card, this creature fights up to one target creature you don't control.
Whenever you discard a land card, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever you discard a noncreature, nonland card, this creature fights up to one target creature you don't control.
Creature - Dinosaur Badger

Ramp
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Mizzix's Mastery
Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Recursion
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Clive, Ifrit's Dominant
When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)
, : Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
, : Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Human Warrior Noble


Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery

Will of the Jeskai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Sorcery

Refill
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Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
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

Delayed Blast Fireball
Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Wild Magic Surge
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Instant

Removal
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Death by a thousand cuts! This deck is based around the idea of discarding lands and other cards to turn into bits of incrimental damage, that, when combined with our commander will keep up card advantage and eventually burn our opponents out. \nThe core of the deck is Seismic Assault, Land's Edge, Molten Vortex, Invasion of Kaldheim//Pyre of the world tree and Cool but Rude. These cards enable us to follow the main game plan of discarding lands to burn out our opponents in incriments of 2, with Matoc impulse drawing a new card each time we activate or trigger one of these abilities. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cards like Memory Worm, Nico Minoru, Advanced Reconstruction, and Iraxxa make sure to continue fueling our gameplan by turning the cards Matoc exiles into more damage and even more cards exiled with his ability. In Iraxxa's case, making us 2/2 tokens that will help us block or go on the offensive and continue to trigger Matoc's ability."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cards like Virtue of Courage, Inti, Monument to Endurance, Veronica, and Sulfuric Vortex(with our Matoc in play) help turn our plan of discarding cards for damage into a repeatable value engine"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Several cards are dedicated to refilling our hand, if all goes according to plan we will be exiling plenty of cards off the top of our library but we will still want to keep our hand full to be be able to keep discarding our lands and fueling the engine, this is accomplished with cards like Bag of Holding, Wheel of Misfortune, Ox of Agonas, Change of Fortune, and the others in the 'refill' category."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Lastly, we have several cards dedicated to generic burn towards our opponents, but not doing damage in increments of 2. while these cards will not trigger Matoc's ability, cards like Shadow of the Goblin, Brallin, Glint-Horn Buccaneer, and Magmakin Artillerist all trigger off of our main game plan, and will help us push through extra damage and help win the game. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Playing the Deck:\n\tPlaying the deck can be fairly complicated, as it is essentially a mono-red storm list based around a few key enchantments which outside of Gamble and the final level of Cool but Rude we cannot tutor for. To account for this we will want to mulligan to an opening hand that at least has one of the key pieces mentioned above, or at least has a few of our card advantage/selection pieces so we can dig. This will likely play out as a normal commander deck would in the first few turns, trying to ramp into our commander and one or two of our key enchantments, and from there carefully deciding which lines of play we want to chase down. Usually, we only will find that we end up with one of two setups:\nDiscard: we can often find ourselves with a lot of our key discard/graveyard pieces on the field (e.g. Cool but Rude, Seismic Assault, Advanced Reconstruction, and/or Brallin), this is often going to result in one of the most red play patterns possible, we want to discard as many cards as we possibly can, dig for one of the cards that will let us refill our hand to keep discarding cards. Not mentioned above are Harnfel and Patchwork Gnomes, which will let us discard our nonland cards as well but will not come with our 2 damage included. These cards can help when we have discard payoffs but often can feel stuck in our hands if we do not have one of those payoffs. If playing the deck you find that you have some but not a ton of the heavier discard payoff cards, that's where our commander's activated ability can help us dig for extra cards with cards we have discarded, and you want to prioritize digging for those payoff cards if you think this is where you will find the most success."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Exile: we have several cards that enable us to do 2 damage whenever we play a card from exile, either directly with Memory Worm and Nico Minoru, or through 2/2 Tokens with Iraxxa. Often times, even just one of these cards will enable you to play in a storm-y fasion, with each card you cast from exile enabling you to continue casting more cards from exile. If you find yourself set up with one or two of the key cards for this strategy it is often best to ramp as much as possible, to enable yourself to continually cast more and more cards from exile. Cards like Inti, Veronica, and Advanced Reconstruction will allow us to use our discard strategy as well as our exile strategy very efficiently, not only impulse drawing with our commander but also with our other effects too, to ensure we have redundancy and plenty of card selection."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\tThis section was essentially a long winded way of explaining that we want to discard cards to deal damage and/or exile cards from our deck, using the incrimental burn and constant supply of new cards to look at to further our game plan and keep burning our opponents out. While the deck has heavy storm elements to it and will often feel like a storm deck, the discard side can add more math to the equation, pitching cards in our hand for random temporary new ones and a little bit of damage. I hope this primer has made sense and that you enjoy the deck!\n"}]}



















































