MrDRPepper
363 views38 hrs ago
Commander
Size: 100Salt sum: 37.67
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"Judgement is my attempt to mix the elements of group hug and voltron into one deck using typical Selesnya go-wide strategues as a bridge. The intended bracket for this deck is bracket 2/3 currently.\n\nThe goal of the deck is to give opponents the resources or the tokens themselves to create a wide board on each opponent's board. This allows for "},{"insert":{"card-link":"Gabriel Angelfire"}},{"insert":" to use his unique ability of \"Rampage\" and a "},{"insert":{"card-link":"Lure"}},{"insert":" effect + trample to kill in one fell swoop... judgement is yours to pass with this deck and those who were the greediest in the early game should be your biggest targets in politicking... opponents either need to align with your goals or face the wrath of Gabriel.\n\nOther lines with this deck include typical go-wide strategies with tokens and "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" or using lands (yours or the opponents) with spells like "},{"insert":{"card-link":"Natural Affinity"}},{"insert":" to create these lines with Gabriel or Craterhoof to be an instant finisher.\n\n"},{"attributes":{"background":"#bbbbbb"},"insert":"In all fairness, while the core philosophy behind of the deck is present the deck still is a WIP. I am still finding the right balance for protection/interaction/\"punishments\" for long term use in a bracket 2/3 environment. I would like to put more lines that target anti-sac, card draw, and land inequalities as well. I have already changed this deck a lot over the last few months and excited to see where it finally lands."},{"insert":"\n"}]}
Gabriel Angelfire
At the beginning of your upkeep, choose flying, first strike, trample, or rampage 3. Gabriel Angelfire gains that ability until your next upkeep. (Whenever a creature with rampage 3 becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.)
Legendary Creature - Angel

Commander
(Ctrl to add secondary)
Huatli, Radiant Champion
+1: Put a loyalty counter on Huatli for each creature you control.
−1: Target creature gets +X/+X until end of turn, where X is the number of creatures you control.
−8: You get an emblem with "Whenever a creature you control enters, you may draw a card."
−1: Target creature gets +X/+X until end of turn, where X is the number of creatures you control.
−8: You get an emblem with "Whenever a creature you control enters, you may draw a card."
Legendary Planeswalker - Huatli

Season of Gathering
Choose up to five worth of modes. You may choose the same mode more than once.
— Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
— Choose artifact or enchantment. Destroy all permanents of the chosen type.
— Draw cards equal to the greatest power among creatures you control.
— Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
— Choose artifact or enchantment. Destroy all permanents of the chosen type.
— Draw cards equal to the greatest power among creatures you control.
Sorcery

Trash the Town
Spree (Choose one or more additional costs.)
+ — Put two +1/+1 counters on target creature.
+ — Target creature gains trample until end of turn.
+ — Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards."
+ — Put two +1/+1 counters on target creature.
+ — Target creature gains trample until end of turn.
+ — Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards."
Instant

Yes Man, Personal Securitron
: Target opponent gains control of Yes Man. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn.
Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
Legendary Creature Artifact - Robot

Card Advantage
(Ctrl to add secondary)
Adeline, Resplendent Cathar
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Legendary Creature - Human Knight

Queen Allenal of Ruadach
Queen Allenal of Ruadach's power and toughness are each equal to the number of creatures you control.
If one or more creature tokens would be created under your control, those tokens plus a 1/1 white Soldier creature token are created instead.
If one or more creature tokens would be created under your control, those tokens plus a 1/1 white Soldier creature token are created instead.
Legendary Creature - Elf Noble

Creature amount check
(Ctrl to add secondary)
Final Reckoning
(Ctrl to add secondary)
You Look Upon the Tarrasque
Choose one —
• Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn.
• Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.
• Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn.
• Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.
Instant

Judgement
(Ctrl to add secondary)
Adagia, Windswept Bastion
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
Land - Planet

Land
(Ctrl to add secondary)
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
(Ctrl to add secondary)
Ramp
(Ctrl to add secondary)
Will of the Mardu
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
• Will of the Mardu deals damage to target creature equal to the number of creatures you control.
• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
• Will of the Mardu deals damage to target creature equal to the number of creatures you control.
Instant

Targeted Disruption
(Ctrl to add secondary)
Lucy MacLean, Positively Armed
Golden Rule — Whenever a token enters, you may have target player other than its controller create a token that's a copy of it, then you draw a card if an opponent created a token this way. Do this only once each turn.
Legendary Creature - Human Survivor

Master of Ceremonies
At the beginning of your upkeep, each opponent chooses money, friends, or secrets. For each player who chose money, you and that player each create a Treasure token. For each player who chose friends, you and that player each create a 1/1 green and white Citizen creature token. For each player who chose secrets, you and that player each draw a card.
Creature - Druid Rhino

Tokens
(Ctrl to add secondary)
Paladin Class
(Gain the next level as a sorcery to add its ability.)
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
Spells your opponents cast during your turn cost more to cast.
: Level 2
Creatures you control get +1/+1.
: Level 3
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
Enchantment - Class

Trample Enable
(Ctrl to add secondary)
Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class

Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Federation Resupply
Search your library for an Aura, Equipment, or Spacecraft card, reveal it, put it into your hand, then shuffle.
Beam me up (You may cast this card from your graveyard for if you also return a creature you control to its owner's hand. Then exile this spell.)
Beam me up (You may cast this card from your graveyard for if you also return a creature you control to its owner's hand. Then exile this spell.)
Sorcery

Sword of War and Peace
Equipped creature gets +2/+2 and has protection from red and from white.
Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand.
Equip
Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand.
Equip
Artifact - Equipment

Maybeboard
(Ctrl to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Judgement is my attempt to mix the elements of group hug and voltron into one deck using typical Selesnya go-wide strategues as a bridge. The intended bracket for this deck is bracket 2/3 currently.\n\nThe goal of the deck is to give opponents the resources or the tokens themselves to create a wide board on each opponent's board. This allows for "},{"insert":{"card-link":"Gabriel Angelfire"}},{"insert":" to use his unique ability of \"Rampage\" and a "},{"insert":{"card-link":"Lure"}},{"insert":" effect + trample to kill in one fell swoop... judgement is yours to pass with this deck and those who were the greediest in the early game should be your biggest targets in politicking... opponents either need to align with your goals or face the wrath of Gabriel.\n\nOther lines with this deck include typical go-wide strategies with tokens and "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" or using lands (yours or the opponents) with spells like "},{"insert":{"card-link":"Natural Affinity"}},{"insert":" to create these lines with Gabriel or Craterhoof to be an instant finisher.\n\n"},{"attributes":{"background":"#bbbbbb"},"insert":"In all fairness, while the core philosophy behind of the deck is present the deck still is a WIP. I am still finding the right balance for protection/interaction/\"punishments\" for long term use in a bracket 2/3 environment. I would like to put more lines that target anti-sac, card draw, and land inequalities as well. I have already changed this deck a lot over the last few months and excited to see where it finally lands."},{"insert":"\n"}]}






































































































