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Commander
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Lifeguard

92 views2 months ago
Commander
Size: 100Salt sum: 32.84

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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.
Legendary Creature - Human Wizard Barbarian
Matoc, Lavamancer (mbc) 25

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.
Enchantment - Class
Cool but Rude (tmt) 89
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.
Battle - Siege
Invasion of Kaldheim // Pyre of the World Tree (mom) 145Invasion of Kaldheim // Pyre of the World Tree (mom) 145
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.
Legendary Creature - Warrior Alien
Iraxxa, Empress of Mars (who) 694
Land's Edge
Discard a card: If the discarded card was a land card, this enchantment deals 2 damage to target player or planeswalker. Any player may activate this ability.
World Enchantment
Land's Edge (chr) 52
Memory Worm
Paradox — Whenever you cast a spell from anywhere other than your hand, this creature deals 2 damage to target player. That player discards a card, then draws a card. Put a +1/+1 counter on this creature.
Creature - Worm Alien
Memory Worm (who) 695
Molten Vortex
, Discard a land card: This enchantment deals 2 damage to any target.
Enchantment
Molten Vortex (ori) 156
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.
Legendary Creature - Human Hero Warlock
Nico Minoru, Runaway (msc) 700
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.
Sorcery
Season of the Bold (blb) 152
Seismic Assault
Discard a land card: This enchantment deals 2 damage to any target.
Enchantment
Seismic Assault (uma) 146
Sulfuric Vortex
At the beginning of each player's upkeep, this enchantment deals 2 damage to that player.
If a player would gain life, that player gains no life instead.
Enchantment
Sulfuric Vortex (dmr) 144

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.
Enchantment - Class
Advanced Reconstruction (soc) 30
Harnfel, Horn of Bounty
Discard a card: Exile the top two cards of your library. You may play those cards this turn.
Legendary Artifact
Birgi, God of Storytelling // Harnfel, Horn of Bounty back (khm) 123Birgi, God of Storytelling // Harnfel, Horn of Bounty back (khm) 123
Containment Construct
Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn.
Creature Artifact - Construct
Containment Construct (msc) 284
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.
Legendary Creature - Human Knight
Inti, Seneschal of the Sun (lci) 156
Monument to Endurance
Whenever you discard a card, choose one that hasn't been chosen this turn —
• Draw a card.
• Create a Treasure token.
• Each opponent loses 3 life.
Artifact
Monument to Endurance (dft) 237
Tectonic Reformation
Each land card in your hand has cycling
.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Tectonic Reformation (c20) 162
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.")
Legendary Creature - Human Artificer Rogue
Veronica, Dissident Scribe (pip) 598
Virtue of Courage
Whenever a source you control deals noncombat damage to an opponent, you may exile that many cards from the top of your library. You may play those cards this turn.
Enchantment
Virtue of Courage // Embereth Blaze (woe) 157

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.
Enchantment - Class
Artist's Talent (blb) 124
Demand Answers
As an additional cost to cast this spell, sacrifice an artifact or discard a card.
Draw two cards.
Instant
Demand Answers (mkm) 122
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (soc) 244
Gamble
Search your library for a card, put that card into your hand, discard a card at random, then shuffle.
Sorcery
Gamble (dmr) 121
Grab the Prize
As an additional cost to cast this spell, discard a card.
Draw two cards. If the discarded card wasn't a land card, Grab the Prize deals 2 damage to each opponent.
Sorcery
Grab the Prize (dsk) 138
Thrill of Possibility
As an additional cost to cast this spell, discard a card.
Draw two cards.
Instant
Thrill of Possibility (fdn) 210

Card Selection

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Arena of Glory
This land enters tapped unless you control a Mountain.
: Add
.
,
, Exert this land: Add
. If any of that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)
Land
Arena of Glory (mh3) 215
Barbarian Ring
: Add
. This land deals 1 damage to you.
Threshold —
,
, Sacrifice this land: It deals 2 damage to any target. Activate only if there are seven or more cards in your graveyard.
Land
Barbarian Ring (mh3) 299
Forgotten Cave
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Forgotten Cave (j25) 766
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (trk) 323
Myriad Landscape
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Land
Myriad Landscape (eoc) 169
Valakut, the Molten Pinnacle
This land enters tapped.
Whenever a Mountain you control enters, if you control at least five other Mountains, you may have this land deal 3 damage to any target.
: Add
.
Land
Valakut, the Molten Pinnacle (zen) 228
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (soc) 422

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.
Legendary Creature - Human Shaman
Brallin, Skyshark Rider (plst) C20-4
Glint-Horn Buccaneer
Haste
Whenever you discard a card, this creature deals 1 damage to each opponent.
, Discard a card: Draw a card. Activate only if this creature is attacking.
Creature - Minotaur Pirate
Glint-Horn Buccaneer (j22) 539
Magmakin Artillerist
Whenever you discard one or more cards, this creature deals that much damage to each opponent.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, it deals 1 damage to each opponent.
Creature - Elemental Pirate
Magmakin Artillerist (dft) 137
Shadow of the Goblin
Unreliable Visions — At the beginning of your first main phase, discard a card. If you do, draw a card.
Undying Vengeance — Whenever you play a land or cast a spell from anywhere other than your hand, this enchantment deals 1 damage to each opponent.
Enchantment
Shadow of the Goblin (spm) 87

Other Burn

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 191
Extraplanar Lens
Imprint — When this artifact enters, you may exile target land you control.
Whenever a land with the same name as the exiled card is tapped for mana, its controller adds one mana of any type that land produced.
Artifact
Extraplanar Lens (cmm) 381
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (soc) 347
Ghirapur Orrery
Each player may play an additional land on each of their turns.
At the beginning of each player's upkeep, if that player has no cards in hand, that player draws three cards.
Artifact
Ghirapur Orrery (blc) 270
Liquimetal Torque
: Add
.
: Target nonland permanent becomes an artifact in addition to its other types until end of turn.
Artifact
Liquimetal Torque (brc) 145
Mana Geyser
Add
for each tapped land your opponents control.
Sorcery
Mana Geyser (soc) 247
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (soc) 352
Nyx Lotus
Nyx Lotus enters tapped.
: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
Legendary Artifact
Nyx Lotus (thb) 235
Phial of Galadriel
If you would draw a card while you have no cards in hand, draw two cards instead.
If you would gain life while you have 5 or less life, you gain twice that much life instead.
: Add one mana of any color.
Legendary Artifact
Phial of Galadriel (ltr) 248
Ruby Medallion
Red spells you cast cost
less to cast.
Artifact
Ruby Medallion (mh3) 295
Seething Song
Add
.
Instant
Seething Song (c21) 179
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
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.
Creature - Dinosaur Badger
Surly Badgersaur (c20) 57
The Irencrag
: Add
.
Whenever a legendary creature you control enters, you may have The Irencrag become a legendary Equipment artifact named Everflame, Heroes' Legacy. If you do, it gains equip
and "Equipped creature gets +3/+3" and loses all other abilities.
Legendary Artifact
The Irencrag (woe) 248
Wayfarer's Bauble
,
, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Wayfarer's Bauble (hoc) 211

Ramp

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Flashback
Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Instant
Flashback (sos) 115
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.")
Sorcery
Mizzix's Mastery (otc) 175

Recursion

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Bag of Holding
Whenever you discard a card, exile that card from your graveyard.
,
: Draw a card, then discard a card.
,
, Sacrifice this artifact: Return all cards exiled with this artifact to their owner's hand.
Artifact
Bag of Holding (j22) 756
Change of Fortune
Discard your hand, then draw a card for each card you've discarded this turn.
Sorcery
Change of Fortune (vow) 150
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.
Legendary Creature - Human Warrior Noble
Clive, Ifrit's Dominant // Ifrit, Warden of Inferno (fin) 133Clive, Ifrit's Dominant // Ifrit, Warden of Inferno (fin) 133
Naktamun Lorespinner
At the beginning of your upkeep, if a player has one or fewer cards in hand, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Wizard Jackal
Naktamun Lorespinner // Wheel of Fortune (soc) 33
Ox of Agonas
When this creature enters, discard your hand, then draw three cards.
Escape—
, Exile eight other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with a +1/+1 counter on it.
Creature - Ox
Ox of Agonas (nec) 108
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
Wheel of Misfortune (cmr) 211
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.
Sorcery
Will of the Jeskai (tdc) 40

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.)
Artifact - Equipment
Basilisk Collar (fdn) 669
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (msc) 163
Chain Reaction
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
Sorcery
Chain Reaction (soc) 121
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (msc) 164
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.)
Instant
Delayed Blast Fireball (clb) 676
Lightning Bolt
Lightning Bolt deals 3 damage to any target.
Instant
Lightning Bolt (msc) 806
Return the Favor
Spree (Choose one or more additional costs.)
+
— Copy target instant spell, sorcery spell, activated ability, or triggered ability. You may choose new targets for the copy.
+
— Change the target of target spell or ability with a single target.
Instant
Return the Favor (otj) 142
Untimely Malfunction
Choose one —
• Destroy target artifact.
• Change the target of target spell or ability with a single target.
• One or two target creatures can't block this turn.
Instant
Untimely Malfunction (dsk) 161
Vandalblast
Destroy target artifact you don't control.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Vandalblast (msc) 168
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
Wild Magic Surge (clb) 206

Removal

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
65 pips - 47 cards
52 mana - 43 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
7 mana - 6 cards
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"}]}
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