GoblinWarBuggy
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Commander
Size: 100Salt sum: 32.11
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{"ops":[{"insert":"Activate your wizard powers!"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A gathering of wizards led by Gandalf add their powers together to create devastating storms.\nGandalf provides you with both card advantage and damage, letting you be flexible in how you approach games. Then you can put on the pressure with your other wizard cards to deal the final blows.\n\nGandalf, Goblin's Bane"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Gandalf serves as the guide for the unexpected party, swooping in in important moments to provide assistance. The dark and twisting mines of moria prove a challenge for some of the members of the party and Gandalf must protect them from the goblins within.\n\n-----\n\n"},{"insert":{"card-link":"Gandalf, Goblins' Bane // Flameshape"}},{"insert":" has two main modes in this deck. The most straightforward role is to damage the opponents when we cast noncreature spells, and this we can do pretty early on if we want to, but it is usually a later game option. The other role is to draw us a good amount of cards. Because of how adventures work in commander, we are able to (at the cost of increasing the cost of our commander due to commander tax) send it back to the command zone to draw again after casting the adventure half. We can often repeat this a couple of times earlier in the game to get ahold of more options, then unleash them all in one big turn. It is also nice that the adventure half of Gandalf is a sorcery, because that triggers a lot of our instant and sorcery payoff wizards.\n\nAs this is a lost precon, we had to have some restrictions built into the deckbuilding process. Because the Hobbit is a small set, there is less material to draw from the main set and as such I had to forego making the deck rely on only thematically appropriate cards this time. I still kept the price around the 150 dollar mark, put in a "},{"insert":{"card-link":"Sol Ring"}},{"insert":" , and made sure there were no DFCs or reserved list cards.\n\nUnfortunately, as mono-red is not the deepest option and spellslinger was not as heavily supported as something like dwarves, there were no very good options for replacements in terms of alternate commanders. I put in the other mono red Gandalf in the set, "},{"insert":{"card-link":"Gandalf, Spark Starter"}},{"insert":" , but he is unfortunately pretty poor in commander outside of just being a thematic inclusion.\n"}]}
Artist's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Enchantment - Class

Ashling, Flame Dancer
You don't lose unspent red mana as steps and phases end.
Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling deals 2 damage to each opponent and each creature they control. If it's the third time, add .
Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling deals 2 damage to each opponent and each creature they control. If it's the third time, add .
Legendary Creature - Elemental Shaman

Glamdring
Equipped creature has first strike and gets +1/+0 for each instant and sorcery card in your graveyard.
Whenever equipped creature deals combat damage to a player, you may cast an instant or sorcery spell from your hand with mana value less than or equal to that damage without paying its mana cost.
Equip
Whenever equipped creature deals combat damage to a player, you may cast an instant or sorcery spell from your hand with mana value less than or equal to that damage without paying its mana cost.
Equip
Legendary Artifact - Equipment

Sword of Once and Future
Equipped creature gets +2/+2 and has protection from blue and from black.
Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Equip
Whenever equipped creature deals combat damage to a player, surveil 2. Then you may cast an instant or sorcery spell with mana value 2 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Equip
Artifact - Equipment

Zenith Festival
Exile the top X cards of your library. You may play them until the end of your next turn.
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery

Draw
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Isengard Unleashed
Damage can't be prevented this turn. If a source you control would deal damage this turn to an opponent or a permanent an opponent controls, it deals triple that damage instead.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Finishers
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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

Chandra's Incinerator
This spell costs less to cast, where X is the total amount of noncombat damage dealt to your opponents this turn.
Trample
Whenever a source you control deals noncombat damage to an opponent, this creature deals that much damage to target creature or planeswalker that player controls.
Trample
Whenever a source you control deals noncombat damage to an opponent, this creature deals that much damage to target creature or planeswalker that player controls.
Creature - Elemental

Fear of Burning Alive
When this creature enters, it deals 4 damage to each opponent.
Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
Creature Enchantment - Nightmare

Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Interaction
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Great Hall of the Biblioplex
: Add .
, Pay 1 life: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell.
: If this land isn't a creature, it becomes a 2/4 Wizard creature with "Whenever you cast an instant or sorcery spell, this creature gets +1/+0 until end of turn." It's still a land.
, Pay 1 life: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell.
: If this land isn't a creature, it becomes a 2/4 Wizard creature with "Whenever you cast an instant or sorcery spell, this creature gets +1/+0 until end of turn." It's still a land.
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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Payoffs
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Party Thrasher
Noncreature spells you cast from exile have convoke. (Each creature you tap while casting a noncreature spell from exile pays for or one mana of that creature's color.)
At the beginning of your first main phase, you may discard a card. If you do, exile the top two cards of your library, then choose one of them. You may play that card this turn.
At the beginning of your first main phase, you may discard a card. If you do, exile the top two cards of your library, then choose one of them. You may play that card this turn.
Creature - Wizard Lizard

Rousing Refrain
Add for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Spellbinding Soprano
Whenever this creature attacks, instant and sorcery spells you cast this turn cost less to cast.
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 - Human Bard

Ramp
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Last Light of Durin's Day
Whenever a Mountain you control enters, put a quest counter on this enchantment. If it has six or more quest counters on it, sacrifice it. If you do, search your hand and/or library for a Dragon card and put it onto the battlefield. If you search your library this way, shuffle.
Mountaincycling (, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
Mountaincycling (, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
Enchantment

Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Activate your wizard powers!"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A gathering of wizards led by Gandalf add their powers together to create devastating storms.\nGandalf provides you with both card advantage and damage, letting you be flexible in how you approach games. Then you can put on the pressure with your other wizard cards to deal the final blows.\n\nGandalf, Goblin's Bane"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Gandalf serves as the guide for the unexpected party, swooping in in important moments to provide assistance. The dark and twisting mines of moria prove a challenge for some of the members of the party and Gandalf must protect them from the goblins within.\n\n-----\n\n"},{"insert":{"card-link":"Gandalf, Goblins' Bane // Flameshape"}},{"insert":" has two main modes in this deck. The most straightforward role is to damage the opponents when we cast noncreature spells, and this we can do pretty early on if we want to, but it is usually a later game option. The other role is to draw us a good amount of cards. Because of how adventures work in commander, we are able to (at the cost of increasing the cost of our commander due to commander tax) send it back to the command zone to draw again after casting the adventure half. We can often repeat this a couple of times earlier in the game to get ahold of more options, then unleash them all in one big turn. It is also nice that the adventure half of Gandalf is a sorcery, because that triggers a lot of our instant and sorcery payoff wizards.\n\nAs this is a lost precon, we had to have some restrictions built into the deckbuilding process. Because the Hobbit is a small set, there is less material to draw from the main set and as such I had to forego making the deck rely on only thematically appropriate cards this time. I still kept the price around the 150 dollar mark, put in a "},{"insert":{"card-link":"Sol Ring"}},{"insert":" , and made sure there were no DFCs or reserved list cards.\n\nUnfortunately, as mono-red is not the deepest option and spellslinger was not as heavily supported as something like dwarves, there were no very good options for replacements in terms of alternate commanders. I put in the other mono red Gandalf in the set, "},{"insert":{"card-link":"Gandalf, Spark Starter"}},{"insert":" , but he is unfortunately pretty poor in commander outside of just being a thematic inclusion.\n"}]}























































