jackhammr
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Commander
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{"ops":[{"insert":"HE WAS WHIPPING UP ANGER IN A KETTLE.\nFESTERING HATRED.\nLIKE LIKE STEAM OUT THE EARS.\nMANIFESTING RAGE IN A KETTLE.\nMATE THE SCREAMS.\nBOILING WRATH.\nRAGE IN A IN A KETTLE.\n\nThis decks plan is super simple\n\nT1 land\nT2 Ashling, loot away something in your hand you don't need\nT3 Flip Ashling, and using the 2 lands left and Ashling mana play a 4 mv ramp card, normally a Sisay's ring or equivalent\nT4 blow everything up, youve got 8+ mana so drop something crazy, extra turns, steal shit, cascade a bunch\n\n\tbest wincons are omniscience+1000 year storm, which is basically a guaranteed 2-card combo to win with Jace or crackle with power, and just hard casting crackle with power, as you can spend T4 ramping more, and then T5 cast crackle with power to blow up every important creature and potentially one shot everyone. Other good ones include Ovika, which if not dealt with can do some explosive shit if you get an untap with her, normally being able to start swinging in for 2 turn clocks on some people. \n\n\tInteraction is there but not as heavy as you might want for a bracket 4 deck, and not a huge amount of stuff to deal with permanents besides creatures, but it makes up for that with just absolute consistency and speed, so most of the interaction is more for protecting your own shit because at the speed this deck spews out value you're only really scared of other combo decks and people interacting with you. It's only really bad matchups are other combo decks, where the interaction package sometimes feels a little bit lacking, \n\t\n\tbut for me at least all the fun shit I can do with the other cards makes up for it, especially for gambling cards IE cascade triggers/analogues, which there are a lot of, so the low removal package is replaced with very little bad topdecks, because unless you draw a land or interaction you're basically always drawing something good, card draw, a bomb to drop, or more ramp to get towards the even scarier bombs or to cast alongside a bomb, because a lot of times you'll find yourself with 8-9 mana but only having something cool thats worth 6-7, so you spend 4 to play a mana rock that can tap for 2 right away, ie ur-golem's eye or sisay's ring, and then not only ramping but also still casting something fun, so ramp draws which would normally feel slow or bad for a topdeck in late game can normally slot into your plan for turn already and jusst accelerate you faster, albiet will leave you with no mana for interaction on your opponents turns\n\nWhen playing and testing this deck a lot people struggle to figure out what to deal with, because you almost always get to turn 4 without people blowing up your ramp or even fully realizing how much mana you'll have access to, and most of the bombs you drop on turn 4 are scary enough that they go after that instead of your ramp, allowing you to just keep casting scary shit turn after turn. If they do blow up your ramp as quick as they can, which is definitely the only way this deck really gets shut off, you're kinda screwed if you don't have interaction in hand, but this deck is intentionally a glass-cannon that aims to make people think its doing nothing until its suddenly doing everything\n\nfor tutor targets, the best option with personal tutor is probably either expropriate or call forth the tempest, but it really depends on board state what you get with it. for gifts ungiven, you always want to get impulsivity and mizzix's mastery, alongside two powerful sorceries, OR sneak in planar bridge, as often they see that as not as scary as whatever else is in the gifts ungiven, which normally leads to you getting a free uncounterable omniscience, which also ties into the last tutor, planar bridge. always get omniscience it wins every game\n\n"}]}
Commander
Commander
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Boardwipes
Call Forth the Tempest
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.)
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Sorcery

Soulfire Eruption
Choose any number of target creatures, planeswalkers, and/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card's mana value to that permanent or player. You may play the exiled cards until the end of your next turn.
Sorcery

Boardwipes
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copying
copying
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Draw
Draw
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Extra Turns
Extra Turns
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interaction/removal
interaction/removal
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Land
Land
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Ramp
Ramp
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Recursion
Impulsivity
When this creature enters, you may cast target instant or sorcery card from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Elemental Incarnation

Mizzix's Mastery
Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Recursion
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Tax Evasion
Chimil, the Inner Sun
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Artifact

Creative Technique
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.)
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Sorcery

Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Sunbird's Invocation
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
Enchantment

Tax Evasion
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tutors
tutors
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Wincons
Wincons
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"HE WAS WHIPPING UP ANGER IN A KETTLE.\nFESTERING HATRED.\nLIKE LIKE STEAM OUT THE EARS.\nMANIFESTING RAGE IN A KETTLE.\nMATE THE SCREAMS.\nBOILING WRATH.\nRAGE IN A IN A KETTLE.\n\nThis decks plan is super simple\n\nT1 land\nT2 Ashling, loot away something in your hand you don't need\nT3 Flip Ashling, and using the 2 lands left and Ashling mana play a 4 mv ramp card, normally a Sisay's ring or equivalent\nT4 blow everything up, youve got 8+ mana so drop something crazy, extra turns, steal shit, cascade a bunch\n\n\tbest wincons are omniscience+1000 year storm, which is basically a guaranteed 2-card combo to win with Jace or crackle with power, and just hard casting crackle with power, as you can spend T4 ramping more, and then T5 cast crackle with power to blow up every important creature and potentially one shot everyone. Other good ones include Ovika, which if not dealt with can do some explosive shit if you get an untap with her, normally being able to start swinging in for 2 turn clocks on some people. \n\n\tInteraction is there but not as heavy as you might want for a bracket 4 deck, and not a huge amount of stuff to deal with permanents besides creatures, but it makes up for that with just absolute consistency and speed, so most of the interaction is more for protecting your own shit because at the speed this deck spews out value you're only really scared of other combo decks and people interacting with you. It's only really bad matchups are other combo decks, where the interaction package sometimes feels a little bit lacking, \n\t\n\tbut for me at least all the fun shit I can do with the other cards makes up for it, especially for gambling cards IE cascade triggers/analogues, which there are a lot of, so the low removal package is replaced with very little bad topdecks, because unless you draw a land or interaction you're basically always drawing something good, card draw, a bomb to drop, or more ramp to get towards the even scarier bombs or to cast alongside a bomb, because a lot of times you'll find yourself with 8-9 mana but only having something cool thats worth 6-7, so you spend 4 to play a mana rock that can tap for 2 right away, ie ur-golem's eye or sisay's ring, and then not only ramping but also still casting something fun, so ramp draws which would normally feel slow or bad for a topdeck in late game can normally slot into your plan for turn already and jusst accelerate you faster, albiet will leave you with no mana for interaction on your opponents turns\n\nWhen playing and testing this deck a lot people struggle to figure out what to deal with, because you almost always get to turn 4 without people blowing up your ramp or even fully realizing how much mana you'll have access to, and most of the bombs you drop on turn 4 are scary enough that they go after that instead of your ramp, allowing you to just keep casting scary shit turn after turn. If they do blow up your ramp as quick as they can, which is definitely the only way this deck really gets shut off, you're kinda screwed if you don't have interaction in hand, but this deck is intentionally a glass-cannon that aims to make people think its doing nothing until its suddenly doing everything\n\nfor tutor targets, the best option with personal tutor is probably either expropriate or call forth the tempest, but it really depends on board state what you get with it. for gifts ungiven, you always want to get impulsivity and mizzix's mastery, alongside two powerful sorceries, OR sneak in planar bridge, as often they see that as not as scary as whatever else is in the gifts ungiven, which normally leads to you getting a free uncounterable omniscience, which also ties into the last tutor, planar bridge. always get omniscience it wins every game\n\n"}]}

































































