aquazhortz
249 views2 months ago
Commander
Size: 100Salt sum: 39.35
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Artifact
Heart-Shaped Herb
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
, , Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch.
, , Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch.
Artifact

Artifact
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Burn
Giggling Skitterspike
Indestructible
Whenever this creature attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent.
: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)
Whenever this creature attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent.
: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)
Creature Artifact - Toy

Burn
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Counters
Counters
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Draw
Avarice Amulet
Equipped creature gets +2/+0 and has vigilance and "At the beginning of your upkeep, draw a card."
Whenever equipped creature dies, target opponent gains control of this Equipment.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature dies, target opponent gains control of this Equipment.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Draw
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Enchantment
Enchantment
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Finisher
Finisher
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Land
Land
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Protection
Assault Suit
Equipped creature gets +2/+2, has haste, can't attack you or planeswalkers you control, and can't be sacrificed.
At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.
Equip
At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.
Equip
Artifact - Equipment

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.)
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

Thran Power Suit
Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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
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Pump
Pump
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Ramp
Sarevok's Tome
When this artifact enters, you take the initiative.
: Add . If you have the initiative, add instead.
, : Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.
: Add . If you have the initiative, add instead.
, : Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.
Artifact - Book

Ramp
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Removal
Ulamog, the Infinite Gyre
When you cast this spell, destroy target permanent.
Indestructible
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Ulamog is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Indestructible
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Ulamog is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Legendary Creature - Eldrazi

Removal
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Blor's defenses are impervious! \nI wanted a take on a typical Voltron deck with that in mind. The deck can function like a typical Voltron deck, but its primary goal is to make good on Blor's catchphrase.\nThroughout the game, you want to remove all possible ways your defenses could be penetrated or Blor could be removed. Thankfully Blor gives you a good starting point with hexproof and indestructible baked in. We just need to shore up Blor's weaknesses. \nFirstly, Blor is only one creature, so we need to maximize our ability to keep Blor available to block by giving Blor vigilance and keeping Blor untapped. We also include a couple of the very few cards that allow Blor to block more than one creature as well as possibly one of the best fits for a deck like this in "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" .\nOf course, we also need to get around various forms of evasion. "},{"insert":{"card-link":"Staff of the Ages"}},{"insert":" for land walk, "},{"insert":{"card-link":"Aether Web"}},{"insert":" and "},{"insert":{"card-link":"Maze of Shadows"}},{"insert":" for shadow, and, of course, a plethora of reach. The hardest form of common evasion for Blor to handle is Menace, but we've included a couple of token generators to give Blor a hand. \nYou'd think can't be blocked would be the most difficult, but thankfully green has a handful of fogs like "},{"insert":{"card-link":"Constant Mists"}},{"insert":" as well as the very few cards that can make anything blocked no matter what like "},{"insert":{"card-link":"Flash Foliage"}},{"insert":" . A couple mazes should also cover some bases of dealing with particular pesky attackers, too.\nIn the event that none of this works somehow, we have "},{"insert":{"card-link":"Forcefield"}},{"insert":" and generic damage preventions like "},{"insert":{"card-link":"Thunderstaff"}},{"insert":" and "},{"insert":{"card-link":"Orbs of Warding"}},{"insert":" (which also protects our faces from various burns and mills). Speaking of mill, "},{"insert":{"card-link":"Ulamog, the Infinite Gyre"}},{"insert":" serves as some additional anti mill insurance. \nFor defending against trample, we have various buffs like "},{"insert":{"card-link":"Captain America's Shield"}},{"insert":" and "},{"insert":{"card-link":"Hydra's Growth"}},{"insert":" to make Blor nice and beefy. Finally, we include "},{"insert":{"card-link":"Barrow-Blade"}},{"insert":" which serves to defend against all manner of potential "},{"insert":{"card-link":"Thorn Elemental"}},{"insert":" or "},{"insert":{"card-link":"Sword of Kaldra"}},{"insert":" type shenanigans that may bypass our defenses or Blor's. It will also prevent things like Wither or Infect from ruining Blor's indestructible.\nWe've got almost every type of removal covered by Blor's card itself, but there are some like "},{"insert":{"card-link":"Day of Black Sun"}},{"insert":" and "},{"insert":{"card-link":"Farewell"}},{"insert":" that we won't be able to ever do anything about, sadly. We can use colorless blink like "},{"insert":{"card-link":"Voyager Staff"}},{"insert":" but that hardly seems worth the slot since it also removes our big frog from the field.\nHowever, we can set up a defense (albeit limited) against Blor's most likely demises: Sacrifice. \n"},{"insert":{"card-link":"Tajuru Preserver"}},{"insert":" and "},{"insert":{"card-link":"Assault Suit"}},{"insert":" are basically the only cards in the game to outright shut down sacrifice as a removal for us. Keep in mind, too, that we don't HAVE to send Blor away. We can keep our defenses up (as we should).\n\nUltimately, though, how do we win? \nOf course we can make a very big frog that no one can do anything about (even through player removal if things go according to plan). But we also have access to two inevitabilities in the form of "},{"insert":{"card-link":"Helix Pinnacle"}},{"insert":" and "},{"insert":{"card-link":"Darksteel Reactor"}},{"insert":" \n\nAs far as bracket or power level, about half the estimated monetary value is split between like two cards that could probably easily be replaced (though there is very little that does their same job as well). The strategy itself seems a bit too stax adjacent in my opinion for Bracket 1, but the deck is so painfully slow that I have a hard time picturing it performing anywhere above Bracket 2.\n"}]}








































































