Dunglebungus
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Commander
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{"ops":[{"insert":"Have you ever wanted to swing for 40 with a land equipped by a dozen ramp spells? "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"The primary objective of the deck is to abuse my favorite combo in all of magic, "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Bludgeon Brawl"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Mycosynth Lattice"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" . Normally, this combination is played with cards that give free equips, otherwise paying the mana cost of a card to equip is incredibly inefficient. But what if we could equip the cards before they ever gained the equipment type? By turning auras into equipment, we essentially double dip on the auras while cheating the cost to equip them. Here, our commander "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" allows us to churn through our deck to find our combo enablers while ramping at the same time. If needed, our commander can also fix mana or create bodies. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"One problem with the 5 color rulebreaker commanders is of course the mana base. We have access to a couple of 5c lands, but this deck fixes the problem by running... 30 forests? Almost a quarter of our deck consists of land enchantments that fix for 5 colors. Normally, most of these enchantments are below rate, but between the raw value of the "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" , the synergy with Bludgeon Brawl, and the need for 5 color fixing, this pile of draft chaff can explode into 10-15 mana by turn 5. Running all forests makes our ramp 100% consistent and helps support basic lands matter cards like "},{"insert":{"card-link":"On Thin Ice"}},{"insert":" and "},{"insert":{"card-link":"Ossification"}},{"insert":" . Combined with land untapping cards, our enchanted lands can overwhelm our opponents through card advantage, tokens, mana, and even theft. \n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"The Gameplay Loop"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" Every game begins with ramp. Generally, you'll want at least 2 ramp auras in your opening hand. Its important to note the triggered ability ramp spells ("},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Utopia Sprawl"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Dawn's Reflection"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"), which stack, vs the ability granting lands ("},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Bigger on the Inside"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"New Horizons"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"), which need to be placed on different lands. You will want to stack one land with as many triggered abilities as possible while the others get a spread of the ability granting ones. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"Whenever you're in doubt, cast the commander and -3 for a new hand immediately. I cannot stress enough how insanely powerful having access to a 3 mana draw 10+ in the command zone is. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"Eventually, you'll build up an absolutely enormous stack of auras on one of your forests. At that point, either tutor up "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Mycosynth Lattice"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Bludgeon Brawl"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or just naturally draw it with your 30 cards drawn a turn, then enchant your largest land with one of the animation enchantments like "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Genju of the Realm"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Wind Zendikon"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" . You should probably not do that if you don't have some of your protection spells available though. Or do it anyway and see what happens, I don't care. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"Card Choices"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"One small downside of "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" is that you can't hold situational cards in your hand if you are wheeling all the time, so many of our utility cards are chosen for their ability to be cast from the graveyard. Some highlights are:"},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Flame Jab"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" , which is in the deck mostly to ensure that we can kill our own "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and continue wheeling once our opponents realize the strength of the -3 and stop attacking him. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Seize the Day"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" allows us to get an extra combat once we assemble lord Genju."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Conflagrate"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" is our only real alternate win condition and it only takes out one player most of the time. The front side can also be frontcast if we assemble some of our higher mana generating boards with "},{"insert":{"card-link":"Candelabra of Tawnos"}},{"insert":" . \n\n"},{"insert":{"card-link":"Soul of New Phyrexia"}},{"insert":" protects our lands while on board or in the grave. \n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Codex Shredder"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Eden, Seat of the Sanctum"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" allow us to recur our important combo pieces or one of our land animators. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Urza's Saga"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" is generally included for the ability to tutor for "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Candelabra of Tawnos"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" , which is the best non commander card in the deck. However, karnstructs become very relevant as well once you cast "},{"insert":{"card-link":"Mycosynth Lattice"}},{"insert":" . \n\nStaying Alive"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"One major issue of having this many enchantments and few creatures is staying alive. Even with access to other colors' auras, we don't have a lot of tools to slow the game down and keep ourselves alive. Our biggest tool is threatening removal on our opponents commanders through notoriously frustrating removal like "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" and "},{"insert":{"card-link":"Noggle the Mind"}},{"insert":" , much of which can be done at instant speed. We also have a small suite of pillow fort cards like "},{"insert":{"card-link":"Kazuul, Tyrant of the Cliffs"}},{"insert":" and "},{"insert":{"card-link":"Smoke"}},{"insert":" . \n\nFinally, I'd like to highlight my second favorite combo in the deck, "},{"insert":{"card-link":"Urban Burgeoning"}},{"insert":" and "},{"insert":{"card-link":"Chamber of Manipulation"}},{"insert":" \n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" "},{"insert":"\n"}]}
The Unluckiest Planeswalker
Rulebreaker — A deck with this commander can have Aura cards of any color identity and any basic land cards.
+1: Add one mana of any color. When you spend this mana to cast an Aura spell this turn, create a 1/1 red Gremlin creature token.
−3: Discard your hand, then draw cards equal to twice the number of Auras you control. For each Aura attached to you, attach it to an opponent of your choice.
The Unluckiest Planeswalker can be your commander.
+1: Add one mana of any color. When you spend this mana to cast an Aura spell this turn, create a 1/1 red Gremlin creature token.
−3: Discard your hand, then draw cards equal to twice the number of Auras you control. For each Aura attached to you, attach it to an opponent of your choice.
The Unluckiest Planeswalker can be your commander.
Legendary Planeswalker

Commander
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!Combo
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Bigger on the Inside
Enchant artifact or land
Enchanted permanent has ": Target player adds two mana of any one color. The next spell they cast this turn has cascade." (When they cast their next spell, they exile cards from the top of their library until they exile a nonland card that costs less. They may cast it without paying its mana cost. They put the exiled cards on the bottom in a random order.)
Enchanted permanent has ": Target player adds two mana of any one color. The next spell they cast this turn has cascade." (When they cast their next spell, they exile cards from the top of their library until they exile a nonland card that costs less. They may cast it without paying its mana cost. They put the exiled cards on the bottom in a random order.)
Enchantment - Aura

Ability Granting Land Aura Ramp
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Animator
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Finisher
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Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Mana Fixing
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Pillow Fort
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Darksteel Garrison
Fortified land has indestructible.
Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn.
Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters unattached and stays on the battlefield if the land leaves.)
Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn.
Fortify (: Attach to target land you control. Fortify only as a sorcery. This card enters unattached and stays on the battlefield if the land leaves.)
Artifact - Fortification

Starlit Mantle
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature you control
When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +1/+1.
Enchant creature you control
When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +1/+1.
Enchantment - Aura

Protection
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Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura

Eaten by Piranhas
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Enchantment - Aura

Removal
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Blighted Burgeoning
Enchant land
When this Aura enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
When this Aura enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura

Triggered Ability Land Aura Ramp
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Fiery Gambit
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
Sorcery

Untappers
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Changing Loyalty
Flash
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
When enchanted creature dies, return it to the battlefield under your control.
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
When enchanted creature dies, return it to the battlefield under your control.
Enchantment - Aura

Value
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"Have you ever wanted to swing for 40 with a land equipped by a dozen ramp spells? "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"The primary objective of the deck is to abuse my favorite combo in all of magic, "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Bludgeon Brawl"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Mycosynth Lattice"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" . Normally, this combination is played with cards that give free equips, otherwise paying the mana cost of a card to equip is incredibly inefficient. But what if we could equip the cards before they ever gained the equipment type? By turning auras into equipment, we essentially double dip on the auras while cheating the cost to equip them. Here, our commander "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" allows us to churn through our deck to find our combo enablers while ramping at the same time. If needed, our commander can also fix mana or create bodies. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"One problem with the 5 color rulebreaker commanders is of course the mana base. We have access to a couple of 5c lands, but this deck fixes the problem by running... 30 forests? Almost a quarter of our deck consists of land enchantments that fix for 5 colors. Normally, most of these enchantments are below rate, but between the raw value of the "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" , the synergy with Bludgeon Brawl, and the need for 5 color fixing, this pile of draft chaff can explode into 10-15 mana by turn 5. Running all forests makes our ramp 100% consistent and helps support basic lands matter cards like "},{"insert":{"card-link":"On Thin Ice"}},{"insert":" and "},{"insert":{"card-link":"Ossification"}},{"insert":" . Combined with land untapping cards, our enchanted lands can overwhelm our opponents through card advantage, tokens, mana, and even theft. \n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"The Gameplay Loop"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" Every game begins with ramp. Generally, you'll want at least 2 ramp auras in your opening hand. Its important to note the triggered ability ramp spells ("},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Utopia Sprawl"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Dawn's Reflection"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"), which stack, vs the ability granting lands ("},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Bigger on the Inside"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"New Horizons"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"), which need to be placed on different lands. You will want to stack one land with as many triggered abilities as possible while the others get a spread of the ability granting ones. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"Whenever you're in doubt, cast the commander and -3 for a new hand immediately. I cannot stress enough how insanely powerful having access to a 3 mana draw 10+ in the command zone is. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"Eventually, you'll build up an absolutely enormous stack of auras on one of your forests. At that point, either tutor up "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Mycosynth Lattice"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Bludgeon Brawl"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or just naturally draw it with your 30 cards drawn a turn, then enchant your largest land with one of the animation enchantments like "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Genju of the Realm"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Wind Zendikon"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" . You should probably not do that if you don't have some of your protection spells available though. Or do it anyway and see what happens, I don't care. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"Card Choices"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"One small downside of "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" is that you can't hold situational cards in your hand if you are wheeling all the time, so many of our utility cards are chosen for their ability to be cast from the graveyard. Some highlights are:"},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Flame Jab"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" , which is in the deck mostly to ensure that we can kill our own "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and continue wheeling once our opponents realize the strength of the -3 and stop attacking him. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Seize the Day"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" allows us to get an extra combat once we assemble lord Genju."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Conflagrate"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" is our only real alternate win condition and it only takes out one player most of the time. The front side can also be frontcast if we assemble some of our higher mana generating boards with "},{"insert":{"card-link":"Candelabra of Tawnos"}},{"insert":" . \n\n"},{"insert":{"card-link":"Soul of New Phyrexia"}},{"insert":" protects our lands while on board or in the grave. \n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Codex Shredder"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Eden, Seat of the Sanctum"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" allow us to recur our important combo pieces or one of our land animators. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Urza's Saga"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" is generally included for the ability to tutor for "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Candelabra of Tawnos"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" , which is the best non commander card in the deck. However, karnstructs become very relevant as well once you cast "},{"insert":{"card-link":"Mycosynth Lattice"}},{"insert":" . \n\nStaying Alive"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"One major issue of having this many enchantments and few creatures is staying alive. Even with access to other colors' auras, we don't have a lot of tools to slow the game down and keep ourselves alive. Our biggest tool is threatening removal on our opponents commanders through notoriously frustrating removal like "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" and "},{"insert":{"card-link":"Noggle the Mind"}},{"insert":" , much of which can be done at instant speed. We also have a small suite of pillow fort cards like "},{"insert":{"card-link":"Kazuul, Tyrant of the Cliffs"}},{"insert":" and "},{"insert":{"card-link":"Smoke"}},{"insert":" . \n\nFinally, I'd like to highlight my second favorite combo in the deck, "},{"insert":{"card-link":"Urban Burgeoning"}},{"insert":" and "},{"insert":{"card-link":"Chamber of Manipulation"}},{"insert":" \n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" "},{"insert":"\n"}]}
































































