LiberoLynx
275 views17 days ago
Commander
Size: 100Salt sum: 41.36
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{"ops":[{"attributes":{"bold":true},"insert":"Deck wins through burn by building a board state where you can have one explosive"},{"insert":" (reallllly long)"},{"attributes":{"bold":true},"insert":" turn to kill everyone"},{"insert":". Your goal should be to fly under the radar, politicking with removal and quietly building your engines. Typical midrange shit, but repeatable removal makes it easier to make deals if you aren't being oppressive. \n\n"},{"attributes":{"bold":true},"insert":"The game plan centers around building a fast card draw engine through evasive little guys to help dig through your deck until you can get a burn piece and a mana engine in play, at which point you spam cantrips to kill the table in one to two turns"},{"insert":". Going mana positive (or even) with "},{"attributes":{"bold":true},"insert":"Storm Kiln-Artist, Brigi, and/or Kykar is essential to the game plan"},{"insert":" and makes for "},{"attributes":{"bold":true},"insert":"easy damage if you have a big burner in play, like Caldera"},{"insert":". "},{"attributes":{"bold":true},"insert":"You can often ult Ral the turn you play him"},{"insert":", which almost instantly wins the game. "},{"attributes":{"bold":true},"insert":"Delny is great, Ralph/Blade Historian are great, Vega is great"},{"insert":". These are the key pieces you're digging for that enable those explosive, \"Oops I win\" turns but they are huge red flags and will get removed the second your deck starts working, so be smart about when you play them. \n\n"},{"attributes":{"bold":true},"insert":"Deck typically wins around turn 7-8"},{"insert":", but you have to be good with your mulligans. You really need a card draw engine quick or the deck stalls hard.\n\nGreat Train Heist infinites are the fastest win you'll get in here, other than that, it's solitaire.\n\n"}]}
Commander
Massimo, the Magician
Whenever Massimo or another creature you control enters, exile up to one target instant or sorcery card with mana value 1 from your graveyard. If a card is exiled this way, that creature gains "Whenever this creature deals combat damage to a player, copy the exiled card. You may cast the copy without paying its mana cost."
Legendary Creature - Wizard Cat

Commander
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Burn
Burn
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Draw
Draw
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Evasion
Mercurial Spelldancer
This creature can't be blocked.
Whenever you cast a noncreature spell, put an oil counter on this creature.
Whenever this creature deals combat damage to a player, you may remove two oil counters from it. If you do, when you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Whenever you cast a noncreature spell, put an oil counter on this creature.
Whenever this creature deals combat damage to a player, you may remove two oil counters from it. If you do, when you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Creature - Rogue Phyrexian

Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror

Willie Lumpkin, Postman
Willie Lumpkin can't be blocked.
Whenever Willie Lumpkin deals combat damage to an opponent, you draw a card and that player may draw a card. If they do, that player can't attack you or permanents you control during their next turn.
Whenever Willie Lumpkin deals combat damage to an opponent, you draw a card and that player may draw a card. If they do, that player can't attack you or permanents you control during their next turn.
Legendary Creature - Human Citizen

Evasion
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Finisher
Great Train Heist
Spree (Choose one or more additional costs.)
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Instant

Ral, Crackling Wit
Whenever you cast a noncreature spell, put a loyalty counter on Ral.
+1: Create a 1/1 blue and red Otter creature token with prowess.
−3: Draw three cards, then discard two cards.
−10: Draw three cards. You get an emblem with "Instant and sorcery spells you cast have storm." (Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn.)
+1: Create a 1/1 blue and red Otter creature token with prowess.
−3: Draw three cards, then discard two cards.
−10: Draw three cards. You get an emblem with "Instant and sorcery spells you cast have storm." (Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn.)
Legendary Planeswalker - Ral

Finisher
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Land
Land
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Protection
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

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

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
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Pump
Pump
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Ramp
Vivi Ornitier
: Add X mana in any combination of and/or , where X is Vivi Ornitier's power. Activate only during your turn and only once each turn.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
Legendary Creature - Wizard

Ramp
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Removal
Removal
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Deck wins through burn by building a board state where you can have one explosive"},{"insert":" (reallllly long)"},{"attributes":{"bold":true},"insert":" turn to kill everyone"},{"insert":". Your goal should be to fly under the radar, politicking with removal and quietly building your engines. Typical midrange shit, but repeatable removal makes it easier to make deals if you aren't being oppressive. \n\n"},{"attributes":{"bold":true},"insert":"The game plan centers around building a fast card draw engine through evasive little guys to help dig through your deck until you can get a burn piece and a mana engine in play, at which point you spam cantrips to kill the table in one to two turns"},{"insert":". Going mana positive (or even) with "},{"attributes":{"bold":true},"insert":"Storm Kiln-Artist, Brigi, and/or Kykar is essential to the game plan"},{"insert":" and makes for "},{"attributes":{"bold":true},"insert":"easy damage if you have a big burner in play, like Caldera"},{"insert":". "},{"attributes":{"bold":true},"insert":"You can often ult Ral the turn you play him"},{"insert":", which almost instantly wins the game. "},{"attributes":{"bold":true},"insert":"Delny is great, Ralph/Blade Historian are great, Vega is great"},{"insert":". These are the key pieces you're digging for that enable those explosive, \"Oops I win\" turns but they are huge red flags and will get removed the second your deck starts working, so be smart about when you play them. \n\n"},{"attributes":{"bold":true},"insert":"Deck typically wins around turn 7-8"},{"insert":", but you have to be good with your mulligans. You really need a card draw engine quick or the deck stalls hard.\n\nGreat Train Heist infinites are the fastest win you'll get in here, other than that, it's solitaire.\n\n"}]}













































































