raz0rb0t
3.7k views32 days ago
Commander
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{"ops":[{"insert":"We are a dope space ship about to drop a bomb on the battlefield. Our bomb is named Dark steel reactor. Our commander's gonna light the fuse every turn by giving it 2 charge counters while giving it protection. We are gonna proliferate a lot and move and make counters(we only care about charge counters). We have many ways win almost out of thin air. And can win around turn 5-7. We have ramp with artifacts and creatures plenty of draw and ways to get greedy with mana. Our lands can also be proliferate! We are using lots of artifacts so we have small recursion and one big one incase we get vandalblast (our bomb is immune). \n\nI love playing this deck and I hope you do too!\n\n\nPrimer:\nCore Strategy:\n\nDeploy counter engines and Inspirit early; use the combat trigger to put two charge counters on Darksteel Reactor every turn.\n\nProliferate through combat, spells, and artifacts to push the reactor past ten counters without spending the double effects yet.\n\nFinish with a counter-doubling or moving turn: Aetheric Amplifier, Deepglow Skate, or Resourceful Defense moving Eternity Vessel charge counters onto the reactor.\n\nFall back on animating artifacts with Tezzeret the Seeker or The Antiquities War when the reactor line is threatened.\n\nMulligan Priorities:\n\nKeep: Keep two-to-three lands with a low-cost artifact accelerator, Sol Ring, or a tutor such as Fabricate, Enlightened Tutor, or Whir of Invention. A hand with Inspirit, a charge engine, and one Reactor/Amplifier piece is strong.\n\nAvoid: Avoid one-land hands, hands full of five-plus mana engines with no early artifact count, and hands with no proliferate or tutor in the first seven.\n\nKey Tips:\n\nUse the commander's beginning-of-combat trigger on the reactor before attacks, then let a flyer with proliferate add another charge after combat for a small but meaningful extra tick.\n\nActivate Station in the first main phase to avoid losing a combat body; tapping Kilo, or a large animated artifact, both buys charge counters and triggers proliferation.\n\nCommit the winning payer, Aetheric Amplifier or Resourceful Defense only after you have enough artifact mana to finish the turn; the deck has indestructible but not greedy, so an unexpected counterspell can cost two full turns.\n\nLeave at least one answer for Staxy artifacts/lands if the game is stalled; Teferi's Time, Otawara and Lux Cannon handle bad enchantments more reliably than the Commander \n\nKey Cards:\nDarksteel Reactor: Main win condition; every route exists to put 20 charge counters on it in one or two turns.\n\nAetheric Amplifier: Doubles the Number of charge counters on the reactor and additionally produces on-demand colored mana; low-cost hand accelerant and finish.\n\nResourceful Defense: Moves any number of charge counters from Eternity Vessel onto Darksteel Reactor in one simple activation.\n\nEternity Vessel: Enters with as many charge counters as your life total, providing a large reservoir for the mentioned Defend transfer.\n\nTekuthal, Inquiry Dominus: Doubles every later effect, dramatically reducing the number of reactor drops.\n\nDeepglow Skate: Doubles all counters on any target, instantly putting the reactor from the high single digits to the winning.\n\nFlux Channeler: Cheap repeatable proliferate after each noncreature spell; one of the fastest ways to improve the reactor and artifacts.\n\nThe One Ring: Draws, holds cards in hand with the indestructible artifact and can protect the primary Spirit while filling the graces.\n\nWhir of Invention: Instantly quells the hundredth piece, Shadow and/or any missing artifact without needing more than X plus the 3 U; also gets Darksteel Reactor.\n\nKilo, Apogee Mind: A hidden synergist: whenever it is tapped, proliferates; inspect it with Station and It becomes a feedback engine for charge counters.\n"}]}
Commander
Inspirit, Flagship Vessel
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
1+ | At the beginning of combat on your turn, put your choice of a +1/+1 counter or two charge counters on up to one other target artifact.
8+ | Flying
Other artifacts you control have hexproof and indestructible.
1+ | At the beginning of combat on your turn, put your choice of a +1/+1 counter or two charge counters on up to one other target artifact.
8+ | Flying
Other artifacts you control have hexproof and indestructible.
Legendary Artifact - Spacecraft

Commander
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BOMB
BOMB
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Counters
Counters
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Draw
Elsha of the Infinite
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
You may look at the top card of your library any time.
You may cast noncreature spells from the top of your library. If you cast a spell this way, you may cast it as though it had flash.
You may look at the top card of your library any time.
You may cast noncreature spells from the top of your library. If you cast a spell this way, you may cast it as though it had flash.
Legendary Creature - Djinn Monk

Proft's Eidetic Memory
When Proft's Eidetic Memory enters, draw a card.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Legendary Enchantment

The Antiquities War
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
Enchantment - Saga

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Draw
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Find the Boom
Long-Range Sensor
Whenever you attack a player, put a charge counter on this artifact.
, Remove two charge counters from this artifact: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 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.)
, Remove two charge counters from this artifact: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 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.)
Artifact

Tezzeret the Seeker
+1: Untap up to two target artifacts.
−X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
−5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
−X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
−5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
Legendary Planeswalker - Tezzeret

Find the Boom
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gunpowder
Nexus Mentality
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Move all counters from target nonland permanent you control onto another target nonland permanent you control.
• Remove all counters from target nonland permanent you control. Draw a card for each counter removed this way.
• Move all counters from target nonland permanent you control onto another target nonland permanent you control.
• Remove all counters from target nonland permanent you control. Draw a card for each counter removed this way.
Instant

Uthros Research Craft
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 12+.)
3+ | Whenever you cast an artifact spell, draw a card. Put a charge counter on this Spacecraft.
12+ | Flying
This Spacecraft gets +1/+0 for each artifact you control.
3+ | Whenever you cast an artifact spell, draw a card. Put a charge counter on this Spacecraft.
12+ | Flying
This Spacecraft gets +1/+0 for each artifact you control.
Artifact - Spacecraft

gunpowder
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Land
Adagia, Windswept Bastion
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
Land - Planet

Diamond City
This land enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
: Add .
: Move a shield counter from this land onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
: Add .
: Move a shield counter from this land onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
Land

Kavaron, Memorial World
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Sacrifice a land: Create a 2/2 colorless Robot artifact creature token, then creatures you control get +1/+0 and gain haste until end of turn.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Sacrifice a land: Create a 2/2 colorless Robot artifact creature token, then creatures you control get +1/+0 and gain haste until end of turn.
Land - Planet

Land
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Proliferate
Lulu, Stern Guardian
Whenever an opponent attacks you, choose target creature attacking you. Put a stun counter on that creature.
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Human Wizard

Patrolling Peacemaker
This creature enters with two +1/+1 counters on it.
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature Artifact - Soldier Robot

Tekuthal, Inquiry Dominus
Flying
If you would proliferate, proliferate twice instead.
, Remove three counters from among other artifacts, creatures, and planeswalkers you control: Put an indestructible counter on Tekuthal. ( can be paid with either or 2 life.)
If you would proliferate, proliferate twice instead.
, Remove three counters from among other artifacts, creatures, and planeswalkers you control: Put an indestructible counter on Tekuthal. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Proliferate
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Protection
Ripples of Potential
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Protection
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Ramp
Lost Jitte
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Legendary Artifact - Equipment

Ramp
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Recursion
Emry, Lurker of the Loch
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
Legendary Creature - Wizard Merfolk

Recursion
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Removal
Removal
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Stax
Teferi, Time Raveler
Each opponent can cast spells only any time they could cast a sorcery.
+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
Legendary Planeswalker - Teferi

Stax
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Tokens
Chasm Skulker
Whenever you draw a card, put a +1/+1 counter on this creature.
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
Creature - Horror Squid

Tokens
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Sideboard
Dragonspark Reactor
Whenever this artifact or another artifact you control enters, put a charge counter on this artifact.
, Sacrifice this artifact: It deals damage equal to the number of charge counters on it to target player and that much damage to up to one target creature.
, Sacrifice this artifact: It deals damage equal to the number of charge counters on it to target player and that much damage to up to one target creature.
Artifact

Sideboard
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"We are a dope space ship about to drop a bomb on the battlefield. Our bomb is named Dark steel reactor. Our commander's gonna light the fuse every turn by giving it 2 charge counters while giving it protection. We are gonna proliferate a lot and move and make counters(we only care about charge counters). We have many ways win almost out of thin air. And can win around turn 5-7. We have ramp with artifacts and creatures plenty of draw and ways to get greedy with mana. Our lands can also be proliferate! We are using lots of artifacts so we have small recursion and one big one incase we get vandalblast (our bomb is immune). \n\nI love playing this deck and I hope you do too!\n\n\nPrimer:\nCore Strategy:\n\nDeploy counter engines and Inspirit early; use the combat trigger to put two charge counters on Darksteel Reactor every turn.\n\nProliferate through combat, spells, and artifacts to push the reactor past ten counters without spending the double effects yet.\n\nFinish with a counter-doubling or moving turn: Aetheric Amplifier, Deepglow Skate, or Resourceful Defense moving Eternity Vessel charge counters onto the reactor.\n\nFall back on animating artifacts with Tezzeret the Seeker or The Antiquities War when the reactor line is threatened.\n\nMulligan Priorities:\n\nKeep: Keep two-to-three lands with a low-cost artifact accelerator, Sol Ring, or a tutor such as Fabricate, Enlightened Tutor, or Whir of Invention. A hand with Inspirit, a charge engine, and one Reactor/Amplifier piece is strong.\n\nAvoid: Avoid one-land hands, hands full of five-plus mana engines with no early artifact count, and hands with no proliferate or tutor in the first seven.\n\nKey Tips:\n\nUse the commander's beginning-of-combat trigger on the reactor before attacks, then let a flyer with proliferate add another charge after combat for a small but meaningful extra tick.\n\nActivate Station in the first main phase to avoid losing a combat body; tapping Kilo, or a large animated artifact, both buys charge counters and triggers proliferation.\n\nCommit the winning payer, Aetheric Amplifier or Resourceful Defense only after you have enough artifact mana to finish the turn; the deck has indestructible but not greedy, so an unexpected counterspell can cost two full turns.\n\nLeave at least one answer for Staxy artifacts/lands if the game is stalled; Teferi's Time, Otawara and Lux Cannon handle bad enchantments more reliably than the Commander \n\nKey Cards:\nDarksteel Reactor: Main win condition; every route exists to put 20 charge counters on it in one or two turns.\n\nAetheric Amplifier: Doubles the Number of charge counters on the reactor and additionally produces on-demand colored mana; low-cost hand accelerant and finish.\n\nResourceful Defense: Moves any number of charge counters from Eternity Vessel onto Darksteel Reactor in one simple activation.\n\nEternity Vessel: Enters with as many charge counters as your life total, providing a large reservoir for the mentioned Defend transfer.\n\nTekuthal, Inquiry Dominus: Doubles every later effect, dramatically reducing the number of reactor drops.\n\nDeepglow Skate: Doubles all counters on any target, instantly putting the reactor from the high single digits to the winning.\n\nFlux Channeler: Cheap repeatable proliferate after each noncreature spell; one of the fastest ways to improve the reactor and artifacts.\n\nThe One Ring: Draws, holds cards in hand with the indestructible artifact and can protect the primary Spirit while filling the graces.\n\nWhir of Invention: Instantly quells the hundredth piece, Shadow and/or any missing artifact without needing more than X plus the 3 U; also gets Darksteel Reactor.\n\nKilo, Apogee Mind: A hidden synergist: whenever it is tapped, proliferates; inspect it with Station and It becomes a feedback engine for charge counters.\n"}]}













































































