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Commander
Size: 100Salt sum: 34.44
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emejunior99@gmail.com

399 views14 days ago
Commander
Size: 100Salt sum: 34.44

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{"ops":[{"attributes":{"color":"#bbbebf"},"insert":"General Strategy"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Kotis is a Voltron commander with a twist: it doesn't just want to hit for lethal, it wants to hit at all. Every point of combat damage Kotis lands on a player cracks open the top of "},{"attributes":{"color":"#bbbebf","italic":true},"insert":"their"},{"attributes":{"color":"#bbbebf"},"insert":" library, not yours, and lets you cast anything cheap enough out of that pile for free. A 2/1 body connecting for 2 already nets you two free cards off someone else's deck. A 2/1 wearing three pieces of equipment and connecting for 12 is a full-on Time Warp into their draw step, except you get to keep whatever you want and they lose the rest to exile forever."},{"insert":"\n\n"},{"attributes":{"color":"#bbbebf"},"insert":"The tension is exactly what you'd expect from Voltron: you're investing a huge amount of the deck's mana and card slots into keeping one 2-toughness indestructible zombie alive, evasive, and unblocked, and if it dies, gets chump blocked, or gets bounced/exiled/phased before combat damage, that turn produces nothing. Indestructible protects Kotis from removal spells and combat with bigger creatures, but it does nothing against bounce, exile, -X/-X, or just being chump blocked forever, so the deck spends a real chunk of its 99 slots on evasion (flying, unblockable, phasing) and hexproof/protection instead of more payoff. "},{"insert":"\n\n"},{"attributes":{"color":"#bbbebf"},"insert":"The payoff for buying in is that this is one of the few Voltron shells where connecting doesn't just win the game, it also refills your hand, mills your opponent, and chains into a second engine: every enchantment that resolves off a Kotis trigger (or off your own hand) feeds Verduran Enchantress, Setessan Champion, Tanglespan Lookout, Eutropia the Twice-Favored, and Entity Tracker, so the aura package is pulling double duty as both the pump suite and the card draw engine."},{"insert":"\n\n"},{"attributes":{"color":"#bbbebf"},"insert":"You shouldn't play this deck if..."},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You want a commander that's still doing something when it's sitting in the command zone. Kotis does nothing unless it's on the battlefield, equipped, and connecting."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You hate having a giant target on one creature. Once Kotis has three equipment on it, every removal spell and every combat trick at the table gets pointed at your 2-toughness body."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You want consistency over ceiling. Blanking a single combat step (a well-timed removal spell, a fog, a surprise blocker) can turn your whole turn into nothing happening."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You dislike interaction-heavy decks. This list runs a real counterspell suite (Arcane Denial, Countersquall, Dispel, Negate, Spell Pierce, Divert Disaster) and you have to actually hold mana up and pick your spots."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You SHOULD play this deck if..."},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You like the feeling of a single attack completely swinging a game, both in damage and in card advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You enjoy protecting one specific permanent like it's a planeswalker: counterspells, hexproof, phasing, all pointed at keeping your one guy alive."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You want an aura/equipment shell that isn't just \"big dumb creature,\" but has a real secondary draw engine layered on top of it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You're fine spending several turns doing \"nothing\" (equipping, casting protection, holding up countermagic) to set up one turn that does everything."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"MVP Cards"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Guardian Augmenter"},{"attributes":{"color":"#bbbebf"},"insert":": +2/+2 and hexproof to your commander is absurd value on a 3-mana flash creature, and it's specifically built for exactly one archetype: commander-matters Voltron. It turns Kotis from \"vulnerable indestructible 2/1\" into \"hexproof threat that nothing at the table can target,\" which solves the deck's single biggest weakness (bounce, exile, and -X/-X effects that ignore indestructible) without spending an equip slot or a card that also has to survive combat itself."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Fireshrieker"},{"attributes":{"color":"#bbbebf"},"insert":" and "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Leyline Axe"},{"attributes":{"color":"#bbbebf"},"insert":": double strike doesn't just double Kotis's damage output, it doubles the number of times the triggered ability fires. A Kotis hitting for 5 with double strike doesn't exile 10 cards off one trigger, it triggers twice, exiling 5 then 5 separately, which matters a lot because it means two independent \"cast spells with mana value X or less\" windows instead of one bigger one. That's often the difference between casting one expensive spell and casting two or three cheaper ones."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"The Thirteenth Doctor"},{"attributes":{"color":"#bbbebf"},"insert":": every single spell you cast for free off a Kotis trigger is, by definition, cast \"from anywhere other than your hand\" (it's coming out of exile). That's exactly what triggers the Doctor's Paradox ability, so a big Kotis swing that nets four or five free spells also drops four or five +1/+1 counters, usually right back onto Kotis. Team TARDIS then untaps everything with a counter on it at your end step, meaning Kotis (now bigger and covered in counters) comes back up ready to block or attack again next turn even without vigilance. This card was clearly built for spellslinger decks and nobody looks at a Voltron list expecting it to be one of the best pieces in the deck, but the synergy with Kotis's own ability is nearly one-to-one."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Surge of Brilliance"},{"attributes":{"color":"#bbbebf"},"insert":": the same logic applies here. Foretell it on turn two or three, then crack it open after a huge Kotis attack where you cast a pile of free spells, and you draw a card for every one of them. It's a delayed, disguised \"draw X\" that scales directly with how good your attack just was."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Rishkar's Expertise"},{"attributes":{"color":"#bbbebf"},"insert":": a second, standalone version of Kotis's core ability that doesn't require combat damage at all. Draw cards equal to your biggest creature's power (which, in this deck, is almost always a fully-loaded Kotis), then cast something up to five mana for free. It's the backup plan for a turn where you can't or don't want to attack."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Win Conditions"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"The plan is almost always to close the game through a single opponent taking a huge, evasive Kotis hit rather than through any kind of board-wide damage effect. That's a deliberate choice: this deck doesn't want to punish the whole table for a strategy that's about denying and looting one player's deck, and mass damage would also risk your own board (small enchantment creatures, Baleful Strix, Setessan Champion) far more than it helps you. The actual finishers are:"},{"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Wrecking Ball Arm"},{"attributes":{"color":"#bbbebf"},"insert":": sets Kotis to a flat 7/7 and makes it unblockable by anything with power 2 or less. Since Kotis is legendary, the equip cost drops from {7} to {3}, so this comes online much earlier than the card text suggests. A 7/7 evasive Kotis with even one extra piece of equipment is lethal to most tables in one or two swings."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Blackblade Reforged"},{"attributes":{"color":"#bbbebf"},"insert":": same legendary discount (equip {3} instead of {7}), and in a deck running 38 lands it can realistically add +8/+8 to +10/+10 by the midgame. It's the highest raw ceiling piece in the equipment suite."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Civic Saber and Conqueror's Flail"},{"attributes":{"color":"#bbbebf"},"insert":": both scale off color count. Kotis is already three colors, so Civic Saber is a one-mana, one-mana-to-equip +3/+0, and Conqueror's Flail can realistically hit +4/+4 or +5/+5 once you have a couple off-color permanents in play, on top of shutting off instant-speed interaction from your opponents during your own combat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Fireshrieker/Leyline Axe double strike"},{"attributes":{"color":"#bbbebf"},"insert":": doubling damage output is doubling lethal range, and as covered above it also doubles the Kotis trigger, so these close games in two different ways at once."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Coolest Plays"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Attack with Kotis wearing "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Wrecking Ball Arm"},{"attributes":{"color":"#bbbebf"},"insert":" (now a 7/7), it connects for 7. Exile the top 7 of the defending player's library, and among them is an Aura. Cast it for free: it enters, and if you have "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Setessan Champion"},{"attributes":{"color":"#bbbebf"},"insert":" or "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Eutropia the Twice-Favored"},{"attributes":{"color":"#bbbebf"},"insert":" in play, that triggers off "},{"attributes":{"color":"#bbbebf","italic":true},"insert":"their"},{"attributes":{"color":"#bbbebf"},"insert":" enchantment entering under your control, drawing you a card (Setessan Champion) or dropping a counter and flying onto Kotis (Eutropia), even though the card started in your opponent's deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Kotis is equipped with "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Fireshrieker"},{"attributes":{"color":"#bbbebf"},"insert":", giving it double strike. It swings in for 4 unblocked, triggering Kotis's ability for the first strike damage step (exile 4, cast up to two free spells), untaps nothing, then deals combat damage again in the regular step (exile another 4, cast up to two more free spells). One attack, two separate raids on the opponent's library, up to four free spells in a single combat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"A free spell cast off a Kotis trigger resolves, triggering "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"The Thirteenth Doctor"},{"attributes":{"color":"#bbbebf"},"insert":"'s Paradox ability and dropping a +1/+1 counter on Kotis. At your end step, "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Team TARDIS"},{"attributes":{"color":"#bbbebf"},"insert":" untaps Kotis (now permanently bigger from the counter), so it's back up and ready to attack or block again next turn as if it never tapped."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Hold up "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Surge of Brilliance"},{"attributes":{"color":"#bbbebf"},"insert":" on foretell, attack with a big Kotis, cast three free spells off the trigger, then cast Surge of Brilliance itself (also cast from exile via foretell, so it counts itself) to draw four cards off a single combat step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Conqueror's Flail"},{"attributes":{"color":"#bbbebf"},"insert":" attached to Kotis shuts off instant-speed spells from opponents during your turn, so your attack step is completely safe from combat tricks or removal, right up until the moment your Kotis trigger goes on the stack."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Weak Points & What to Watch For"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Kotis is indestructible, but that only stops destroy effects and lethal damage. Bounce, exile, -X/-X to zero toughness, and phasing effects go right through it, and none of your equipment or auras save you from those (Lion Umbra's umbra armor specifically only replaces \"would be destroyed,\" it does nothing for exile or 0 toughness)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"The deck is extremely equipment/aura-dense on one body, which means once Kotis is fully loaded it becomes the obvious, unmissable priority target at the table. Expect removal, especially exile effects and bounce, to come your way the moment Kotis looks threatening."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Chump blocks are a real answer. Kotis dealing 0 combat damage to a player because it got blocked by a 1/1 token means the entire turn's setup (equipping, casting protection) produced nothing. Trample and unblockable effects (Aqueous Form, Canopy Cover, Security Bypass, Rancor, Wrecking Ball Arm) exist specifically to close that gap."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Politically, once you resolve one big Kotis swing that mills and free-casts a chunk of someone's deck, that player has every incentive to hold up removal for Kotis specifically and to warn the table you're the threat. Expect to be answered reactively rather than proactively."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"The plan needs mana rocks and dorks to come down on curve to get Kotis moving fast; if the ramp (Llanowar Elves, Utopia Sprawl, Sol Ring, signets, talismans) gets stripped or you flood on lands instead, the whole equip-and-swing plan slows down a full cycle behind schedule."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Mana consistency is quietly reinforced by two modal double-faced cards sitting in the spell slots rather than the land base: "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Boggart Trawler"},{"attributes":{"color":"#bbbebf"},"insert":" and "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Hydroelectric Specimen"},{"attributes":{"color":"#bbbebf"},"insert":" can both be played as lands (Boggart Bog and Hydroelectric Laboratory respectively) when a hand is light on mana sources, without ever costing a dedicated land slot. Counting those, the deck effectively runs 38 mana sources instead of the 36 dedicated lands in the list, which matters in a three-color Voltron shell that needs both colored mana and enough total lands to hit its curve."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}

Commander

Qty: 1 Price: $0.49
Kotis, the Fangkeeper
Indestructible
Whenever Kotis deals combat damage to a player, exile the top X cards of their library, where X is the amount of damage dealt. You may cast any number of spells with mana value X or less from among them without paying their mana costs.
Legendary Creature - Warrior Zombie
Kotis, the Fangkeeper (tdm) 202

Commander

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Counters

Qty: 8 Price: $13.66
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (msc) 147
Countersquall
Counter target noncreature spell. Its controller loses 2 life.
Instant
Countersquall (plst) DDH-59
Dispel
Counter target instant spell.
Instant
Dispel (plst) BFZ-76
Divert Disaster
Counter target spell unless its controller pays
. If they do, you create a Lander token. (It's an artifact with "
,
, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Instant
Divert Disaster (eoe) 55
Negate
Counter target noncreature spell.
Instant
Negate (tmt) 47
Quandrix Charm
Choose one —
• Counter target spell unless its controller pays
.
• Destroy target enchantment.
• Target creature has base power and toughness 5/5 until end of turn.
Instant
Quandrix Charm (sos) 217
Spell Pierce
Counter target noncreature spell unless its controller pays
.
Instant
Spell Pierce (dft) 64
Tarrian's Soulcleaver
Equipped creature has vigilance.
Whenever another artifact or creature is put into a graveyard from the battlefield, put a +1/+1 counter on equipped creature.
Equip
Legendary Artifact - Equipment
Tarrian's Soulcleaver (lci) 264

Counters

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Draw

Qty: 11 Price: $32.77
Baleful Strix
Flying, deathtouch
When this creature enters, draw a card.
Creature Artifact - Bird
Baleful Strix (fic) 318
Embrace the Paradox
Draw three cards. You may put a land card from your hand onto the battlefield tapped.
Instant
Embrace the Paradox (sos) 186
Entity Tracker
Flash
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, draw a card.
Creature - Human Scout
Entity Tracker (dsk) 53
Harmonize
Draw three cards.
Sorcery
Harmonize (msc) 175
Night's Whisper
You draw two cards and lose 2 life.
Sorcery
Night's Whisper (hoc) 189
Return of the Wildspeaker
Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn.
Instant
Return of the Wildspeaker (ecc) 115
Rishkar's Expertise
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Sorcery
Rishkar's Expertise (m3c) 411
Setessan Champion
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on this creature and draw a card.
Creature - Human Warrior
Setessan Champion (woc) 132
Surge of Brilliance
Paradox — Draw a card for each spell you've cast this turn from anywhere other than your hand.
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
Surge of Brilliance (who) 57
Tanglespan Lookout
Whenever an Aura you control enters, draw a card.
Creature - Satyr
Tanglespan Lookout (woe) 188
Verduran Enchantress
Whenever you cast an enchantment spell, you may draw a card.
Creature - Human Druid
Verduran Enchantress (cmm) 915

Draw

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Evasion

Qty: 7 Price: $5.45
Aqueous Form
Enchant creature
Enchanted creature can't be blocked.
Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Enchantment - Aura
Aqueous Form (cmr) 56
Demonic Embrace
Enchant creature
Enchanted creature gets +3/+1, has flying, and is a Demon in addition to its other types.
You may cast this card from your graveyard by paying 3 life and discarding a card in addition to paying its other costs.
Enchantment - Aura
Demonic Embrace (m21) 95
Eutropia the Twice-Favored
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on target creature. That creature gains flying until end of turn.
Legendary Creature - Human Wizard
Eutropia the Twice-Favored (plst) THB-216
Favor of the Overbeing
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has vigilance.
As long as enchanted creature is blue, it gets +1/+1 and has flying.
Enchantment - Aura
Favor of the Overbeing (eve) 151
Rancor
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Enchantment - Aura
Rancor (pip) 205
Security Bypass
Enchant creature
As long as enchanted creature is attacking alone, it can't be blocked.
Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)
Enchantment - Aura
Security Bypass (snc) 59
Wingspan Stride
Enchant creature
Enchanted creature gets +1/+1 and has flying.
: Return this Aura to its owner's hand.
Enchantment - Aura
Wingspan Stride (tdm) 66

Evasion

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Land

Qty: 36 (38 w/ MDFC)Price: $50.64
Choked Estuary
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Choked Estuary (msc) 229
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 234
Deathcap Glade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deathcap Glade (sos) 253
Dreamroot Cascade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Dreamroot Cascade (sos) 254
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
: Add
or
.
Land
Drowned Catacomb (msc) 239
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Forest
(
: Add
.)
Basic Land - Forest
Forest (trk) 326
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (msc) 250
Island
(
: Add
.)
Basic Land - Island
Island (trk) 319
Llanowar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Llanowar Wastes (soc) 383
Opulent Palace
This land enters tapped.
: Add
,
, or
.
Land
Opulent Palace (ecc) 157
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.)
Land
Path of Ancestry (msc) 254
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (hoc) 212
Shipwreck Marsh
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shipwreck Marsh (inr) 284
Sunken Hollow
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Swamp
Sunken Hollow (msc) 271
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (trk) 322
Tainted Isle
: Add
.
: Add
or
. Activate only if you control a Swamp.
Land
Tainted Isle (dsc) 303
Underground River
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Underground River (fic) 439
Vineglimmer Snarl
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Vineglimmer Snarl (soc) 420
Woodland Cemetery
This land enters tapped unless you control a Swamp or a Forest.
: Add
or
.
Land
Woodland Cemetery (soc) 424
Yavimaya Coast
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Yavimaya Coast (soc) 425

Land

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Protection

Qty: 9 Price: $28.31
Canopy Cover
Enchant creature
Enchanted creature can't be blocked except by creatures with flying or reach.
Enchanted creature can't be the target of spells or abilities your opponents control.
Enchantment - Aura
Canopy Cover (wwk) 98
Guardian Augmenter
Flash
Commander creatures you control get +2/+2.
Commanders you control have hexproof.
Creature - Wizard Troll
Guardian Augmenter (soc) 271
Hydroelectric Specimen
Flash
When this creature enters, you may change the target of target instant or sorcery spell with a single target to this creature.
Creature - Weird
Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240
Keep Safe
Counter target spell that targets a permanent you control.
Draw a card.
Instant
Keep Safe (iko) 56
Lion Umbra
Enchant modified creature (Equipment, Auras its controller controls, and counters are modifications.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Lion Umbra (mh3) 160
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (msc) 151
Siren Stormtamer
Flying
, Sacrifice this creature: Counter target spell or ability that targets you or a creature you control.
Creature - Wizard Pirate Siren
Siren Stormtamer (lcc) 171
Slip Out the Back
Put a +1/+1 counter on target creature. It phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
Instant
Slip Out the Back (clu) 99
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.)
Artifact - Equipment
Swiftfoot Boots (msc) 216

Protection

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Pump

Qty: 10 Price: $24.23
Blackblade Reforged
Equipped creature gets +1/+1 for each land you control.
Equip legendary creature

Equip
Legendary Artifact - Equipment
Blackblade Reforged (dmc) 178
Civic Saber
Equipped creature gets +1/+0 for each of its colors.
Equip
Artifact - Equipment
Civic Saber (rvr) 254
Conqueror's Flail
Equipped creature gets +1/+1 for each color among permanents you control.
As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn.
Equip
Artifact - Equipment
Conqueror's Flail (fic) 340
Dragonfire Blade
Equipped creature gets +2/+2 and has hexproof from monocolored.
Equip
. This ability costs
less to activate for each color of the creature it targets.
Artifact - Equipment
Dragonfire Blade (tdm) 240
Fireshrieker
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Fireshrieker (j25) 750
Hadana's Climb
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if that creature has three or more +1/+1 counters on it, transform Hadana's Climb.
Legendary Enchantment
Hadana's Climb // Winged Temple of Orazca (plst) RIX-158Hadana's Climb // Winged Temple of Orazca (plst) RIX-158
Leyline Axe
If this card is in your opening hand, you may begin the game with it on the battlefield.
Equipped creature gets +1/+1 and has double strike and trample.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Leyline Axe (fdn) 129
The Thirteenth Doctor
Paradox — Whenever you cast a spell from anywhere other than your hand, put a +1/+1 counter on target creature.
Team TARDIS — At the beginning of your end step, untap each creature you control with a counter on it.
Legendary Creature - Doctor Time Lord
The Thirteenth Doctor (who) 4
Vibranium Strike Gauntlets
Flash
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +3/+0 and has trample and "Whenever this creature deals combat damage to a player, draw a card."
Equip
Artifact - Equipment
Vibranium Strike Gauntlets (msc) 118
Wrecking Ball Arm
Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less.
Equip legendary creature

Equip
Legendary Artifact - Equipment
Wrecking Ball Arm (fic) 100

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Ramp

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 191
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Cultivate (msc) 172
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (soc) 347
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (fdn) 227
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (fic) 313
Shared Roots
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Sorcery - Lesson
Shared Roots (tla) 196
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 213
Talisman of Curiosity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Curiosity (drc) 140
Talisman of Dominance
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Dominance (msc) 219
Utopia Sprawl
Enchant Forest
As this Aura enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment - Aura
Utopia Sprawl (rvr) 159

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Removal

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Assassin's Trophy
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Instant
Assassin's Trophy (soc) 294
Boggart Trawler
When this creature enters, exile target player's graveyard.
Creature - Goblin
Boggart Trawler // Boggart Bog (mh3) 243Boggart Trawler // Boggart Bog (mh3) 243
Dismember
(
can be paid with either
or 2 life.)
Target creature gets -5/-5 until end of turn.
Instant
Dismember (plst) MM2-79
Final Act
Choose one or more —
• Destroy all creatures.
• Destroy all planeswalkers.
• Destroy all battles.
• Exile all graveyards.
• Each opponent loses all counters.
Sorcery
Final Act (soc) 213
Heritage Reclamation
Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Exile up to one target card from a graveyard. Draw a card.
Instant
Heritage Reclamation (tdm) 145
Sultai Charm
Choose one —
• Destroy target monocolored creature.
• Destroy target artifact or enchantment.
• Draw two cards, then discard a card.
Instant
Sultai Charm (dmc) 168
Unable to Scream
Enchant creature
Enchanted creature loses all abilities and is a Toy artifact creature with base power and toughness 0/2 in addition to its other types.
As long as enchanted creature is face down, it can't be turned face up.
Enchantment - Aura
Unable to Scream (dsk) 78
Zero Point Ballad
Destroy all creatures with toughness X or less. You lose X life. If X is 6 or more, return a creature card put into a graveyard this way to the battlefield under your control.
Sorcery
Zero Point Ballad (eoe) 128

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Auspicious Starrix
Mutate
(If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, exile cards from the top of your library until you exile X permanent cards, where X is the number of times this creature has mutated. Put those permanent cards onto the battlefield.
Creature - Beast Elk
Auspicious Starrix (iko) 144
Boneyard Lurker
Mutate
(If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, return target permanent card from your graveyard to your hand.
Creature - Beast Nightmare
Boneyard Lurker (iko) 178
Dreamtail Heron
Mutate
(If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, draw a card.
Creature - Elemental Bird
Dreamtail Heron (plst) IKO-47
Frozen Aether
Artifacts, creatures, and lands your opponents control enter tapped.
Enchantment
Frozen Aether (plst) PLC-54
Migratory Greathorn
Mutate
(If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creature - Beast
Migratory Greathorn (iko) 165
Panther Habit
If equipped creature would be dealt damage, prevent that damage and put that many +1/+1 counters on it.
Equip
Artifact - Equipment
Panther Habit (msc) 112
Pouncing Shoreshark
Mutate
(If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flash
Whenever this creature mutates, you may return target creature an opponent controls to its owner's hand.
Creature - Beast Shark
Pouncing Shoreshark (iko) 64

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 6 cards
26 pips - 26 cards
28 mana - 28 cards
14 pips - 11 cards
19 mana - 19 cards
0 pips - 0 cards
0 mana - 6 cards
29 pips - 25 cards
25 mana - 25 cards
0 pips - 0 cards
9 mana - 8 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"color":"#bbbebf"},"insert":"General Strategy"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Kotis is a Voltron commander with a twist: it doesn't just want to hit for lethal, it wants to hit at all. Every point of combat damage Kotis lands on a player cracks open the top of "},{"attributes":{"color":"#bbbebf","italic":true},"insert":"their"},{"attributes":{"color":"#bbbebf"},"insert":" library, not yours, and lets you cast anything cheap enough out of that pile for free. A 2/1 body connecting for 2 already nets you two free cards off someone else's deck. A 2/1 wearing three pieces of equipment and connecting for 12 is a full-on Time Warp into their draw step, except you get to keep whatever you want and they lose the rest to exile forever."},{"insert":"\n\n"},{"attributes":{"color":"#bbbebf"},"insert":"The tension is exactly what you'd expect from Voltron: you're investing a huge amount of the deck's mana and card slots into keeping one 2-toughness indestructible zombie alive, evasive, and unblocked, and if it dies, gets chump blocked, or gets bounced/exiled/phased before combat damage, that turn produces nothing. Indestructible protects Kotis from removal spells and combat with bigger creatures, but it does nothing against bounce, exile, -X/-X, or just being chump blocked forever, so the deck spends a real chunk of its 99 slots on evasion (flying, unblockable, phasing) and hexproof/protection instead of more payoff. "},{"insert":"\n\n"},{"attributes":{"color":"#bbbebf"},"insert":"The payoff for buying in is that this is one of the few Voltron shells where connecting doesn't just win the game, it also refills your hand, mills your opponent, and chains into a second engine: every enchantment that resolves off a Kotis trigger (or off your own hand) feeds Verduran Enchantress, Setessan Champion, Tanglespan Lookout, Eutropia the Twice-Favored, and Entity Tracker, so the aura package is pulling double duty as both the pump suite and the card draw engine."},{"insert":"\n\n"},{"attributes":{"color":"#bbbebf"},"insert":"You shouldn't play this deck if..."},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You want a commander that's still doing something when it's sitting in the command zone. Kotis does nothing unless it's on the battlefield, equipped, and connecting."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You hate having a giant target on one creature. Once Kotis has three equipment on it, every removal spell and every combat trick at the table gets pointed at your 2-toughness body."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You want consistency over ceiling. Blanking a single combat step (a well-timed removal spell, a fog, a surprise blocker) can turn your whole turn into nothing happening."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You dislike interaction-heavy decks. This list runs a real counterspell suite (Arcane Denial, Countersquall, Dispel, Negate, Spell Pierce, Divert Disaster) and you have to actually hold mana up and pick your spots."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You SHOULD play this deck if..."},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You like the feeling of a single attack completely swinging a game, both in damage and in card advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You enjoy protecting one specific permanent like it's a planeswalker: counterspells, hexproof, phasing, all pointed at keeping your one guy alive."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You want an aura/equipment shell that isn't just \"big dumb creature,\" but has a real secondary draw engine layered on top of it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"You're fine spending several turns doing \"nothing\" (equipping, casting protection, holding up countermagic) to set up one turn that does everything."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"MVP Cards"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Guardian Augmenter"},{"attributes":{"color":"#bbbebf"},"insert":": +2/+2 and hexproof to your commander is absurd value on a 3-mana flash creature, and it's specifically built for exactly one archetype: commander-matters Voltron. It turns Kotis from \"vulnerable indestructible 2/1\" into \"hexproof threat that nothing at the table can target,\" which solves the deck's single biggest weakness (bounce, exile, and -X/-X effects that ignore indestructible) without spending an equip slot or a card that also has to survive combat itself."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Fireshrieker"},{"attributes":{"color":"#bbbebf"},"insert":" and "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Leyline Axe"},{"attributes":{"color":"#bbbebf"},"insert":": double strike doesn't just double Kotis's damage output, it doubles the number of times the triggered ability fires. A Kotis hitting for 5 with double strike doesn't exile 10 cards off one trigger, it triggers twice, exiling 5 then 5 separately, which matters a lot because it means two independent \"cast spells with mana value X or less\" windows instead of one bigger one. That's often the difference between casting one expensive spell and casting two or three cheaper ones."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"The Thirteenth Doctor"},{"attributes":{"color":"#bbbebf"},"insert":": every single spell you cast for free off a Kotis trigger is, by definition, cast \"from anywhere other than your hand\" (it's coming out of exile). That's exactly what triggers the Doctor's Paradox ability, so a big Kotis swing that nets four or five free spells also drops four or five +1/+1 counters, usually right back onto Kotis. Team TARDIS then untaps everything with a counter on it at your end step, meaning Kotis (now bigger and covered in counters) comes back up ready to block or attack again next turn even without vigilance. This card was clearly built for spellslinger decks and nobody looks at a Voltron list expecting it to be one of the best pieces in the deck, but the synergy with Kotis's own ability is nearly one-to-one."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Surge of Brilliance"},{"attributes":{"color":"#bbbebf"},"insert":": the same logic applies here. Foretell it on turn two or three, then crack it open after a huge Kotis attack where you cast a pile of free spells, and you draw a card for every one of them. It's a delayed, disguised \"draw X\" that scales directly with how good your attack just was."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Rishkar's Expertise"},{"attributes":{"color":"#bbbebf"},"insert":": a second, standalone version of Kotis's core ability that doesn't require combat damage at all. Draw cards equal to your biggest creature's power (which, in this deck, is almost always a fully-loaded Kotis), then cast something up to five mana for free. It's the backup plan for a turn where you can't or don't want to attack."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Win Conditions"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"The plan is almost always to close the game through a single opponent taking a huge, evasive Kotis hit rather than through any kind of board-wide damage effect. That's a deliberate choice: this deck doesn't want to punish the whole table for a strategy that's about denying and looting one player's deck, and mass damage would also risk your own board (small enchantment creatures, Baleful Strix, Setessan Champion) far more than it helps you. The actual finishers are:"},{"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Wrecking Ball Arm"},{"attributes":{"color":"#bbbebf"},"insert":": sets Kotis to a flat 7/7 and makes it unblockable by anything with power 2 or less. Since Kotis is legendary, the equip cost drops from {7} to {3}, so this comes online much earlier than the card text suggests. A 7/7 evasive Kotis with even one extra piece of equipment is lethal to most tables in one or two swings."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Blackblade Reforged"},{"attributes":{"color":"#bbbebf"},"insert":": same legendary discount (equip {3} instead of {7}), and in a deck running 38 lands it can realistically add +8/+8 to +10/+10 by the midgame. It's the highest raw ceiling piece in the equipment suite."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Civic Saber and Conqueror's Flail"},{"attributes":{"color":"#bbbebf"},"insert":": both scale off color count. Kotis is already three colors, so Civic Saber is a one-mana, one-mana-to-equip +3/+0, and Conqueror's Flail can realistically hit +4/+4 or +5/+5 once you have a couple off-color permanents in play, on top of shutting off instant-speed interaction from your opponents during your own combat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Fireshrieker/Leyline Axe double strike"},{"attributes":{"color":"#bbbebf"},"insert":": doubling damage output is doubling lethal range, and as covered above it also doubles the Kotis trigger, so these close games in two different ways at once."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Coolest Plays"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Attack with Kotis wearing "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Wrecking Ball Arm"},{"attributes":{"color":"#bbbebf"},"insert":" (now a 7/7), it connects for 7. Exile the top 7 of the defending player's library, and among them is an Aura. Cast it for free: it enters, and if you have "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Setessan Champion"},{"attributes":{"color":"#bbbebf"},"insert":" or "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Eutropia the Twice-Favored"},{"attributes":{"color":"#bbbebf"},"insert":" in play, that triggers off "},{"attributes":{"color":"#bbbebf","italic":true},"insert":"their"},{"attributes":{"color":"#bbbebf"},"insert":" enchantment entering under your control, drawing you a card (Setessan Champion) or dropping a counter and flying onto Kotis (Eutropia), even though the card started in your opponent's deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Kotis is equipped with "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Fireshrieker"},{"attributes":{"color":"#bbbebf"},"insert":", giving it double strike. It swings in for 4 unblocked, triggering Kotis's ability for the first strike damage step (exile 4, cast up to two free spells), untaps nothing, then deals combat damage again in the regular step (exile another 4, cast up to two more free spells). One attack, two separate raids on the opponent's library, up to four free spells in a single combat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"A free spell cast off a Kotis trigger resolves, triggering "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"The Thirteenth Doctor"},{"attributes":{"color":"#bbbebf"},"insert":"'s Paradox ability and dropping a +1/+1 counter on Kotis. At your end step, "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Team TARDIS"},{"attributes":{"color":"#bbbebf"},"insert":" untaps Kotis (now permanently bigger from the counter), so it's back up and ready to attack or block again next turn as if it never tapped."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Hold up "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Surge of Brilliance"},{"attributes":{"color":"#bbbebf"},"insert":" on foretell, attack with a big Kotis, cast three free spells off the trigger, then cast Surge of Brilliance itself (also cast from exile via foretell, so it counts itself) to draw four cards off a single combat step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Conqueror's Flail"},{"attributes":{"color":"#bbbebf"},"insert":" attached to Kotis shuts off instant-speed spells from opponents during your turn, so your attack step is completely safe from combat tricks or removal, right up until the moment your Kotis trigger goes on the stack."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Weak Points & What to Watch For"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Kotis is indestructible, but that only stops destroy effects and lethal damage. Bounce, exile, -X/-X to zero toughness, and phasing effects go right through it, and none of your equipment or auras save you from those (Lion Umbra's umbra armor specifically only replaces \"would be destroyed,\" it does nothing for exile or 0 toughness)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"The deck is extremely equipment/aura-dense on one body, which means once Kotis is fully loaded it becomes the obvious, unmissable priority target at the table. Expect removal, especially exile effects and bounce, to come your way the moment Kotis looks threatening."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Chump blocks are a real answer. Kotis dealing 0 combat damage to a player because it got blocked by a 1/1 token means the entire turn's setup (equipping, casting protection) produced nothing. Trample and unblockable effects (Aqueous Form, Canopy Cover, Security Bypass, Rancor, Wrecking Ball Arm) exist specifically to close that gap."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Politically, once you resolve one big Kotis swing that mills and free-casts a chunk of someone's deck, that player has every incentive to hold up removal for Kotis specifically and to warn the table you're the threat. Expect to be answered reactively rather than proactively."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"The plan needs mana rocks and dorks to come down on curve to get Kotis moving fast; if the ramp (Llanowar Elves, Utopia Sprawl, Sol Ring, signets, talismans) gets stripped or you flood on lands instead, the whole equip-and-swing plan slows down a full cycle behind schedule."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#bbbebf"},"insert":"Mana consistency is quietly reinforced by two modal double-faced cards sitting in the spell slots rather than the land base: "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Boggart Trawler"},{"attributes":{"color":"#bbbebf"},"insert":" and "},{"attributes":{"color":"#bbbebf","bold":true},"insert":"Hydroelectric Specimen"},{"attributes":{"color":"#bbbebf"},"insert":" can both be played as lands (Boggart Bog and Hydroelectric Laboratory respectively) when a hand is light on mana sources, without ever costing a dedicated land slot. Counting those, the deck effectively runs 38 mana sources instead of the 36 dedicated lands in the list, which matters in a three-color Voltron shell that needs both colored mana and enough total lands to hit its curve."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
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