EZStreet
423 views56 days ago
Commander
Size: 100Salt sum: 38.26
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"attributes":{"bold":true},"insert":"Iroh, Grand Lotus "},{"insert":"is a mid-late game burst commander. There are three main objectives to set up until you can have a worthwhile payoff:\n\n"},{"attributes":{"bold":true},"insert":"Set up your graveyard"},{"insert":": Populate it with lessons and other spells that can be cast for cheap or free once you get your commander on the board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Set up for cheap/free spells"},{"insert":": Have cards on the battlefield that will make your spells cheaper. The more the merrier, but as long as you can reduce lessons by one colorless, you'll be able to cast every lesson in your graveyard all at once."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Set up for burn"},{"insert":": Have cards on the battlefield that will deal damage to someone's face when you cast a non-creature spell. This is going to be your real wincon, since lessons themselves do not have many cards that function as a gamechanger. Optimistically, you should have enough burn to do around 4-5 damage for each spell you cast. 4-5 dmg * 15 lessons = 60 damage to each player if you can get 2 good sources of burn and half of the lessons casted. If this doesn't really take people out there are ways to pivot. This will be covered later."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWhile you look to set up these objectives, you need to be make sure no-one runs away with the game. To do this, keep these things in mind:\n\n"},{"attributes":{"bold":true},"insert":"Keep instants in your hand"},{"insert":": Even when your commander is on the board you can only cast w/ Iroh's flashback "},{"attributes":{"bold":true},"insert":"ON YOUR TURN."},{"insert":" People messing with your board state or attacking you need to be dealt with using counterspells, bounces, or damage. Ideally, you will want to keep a counterspell in hand especially when you are casting your commander. Once he hits the battlefield you should be able to use the lessons in your graveyard to deal with pretty much anything else coming at you. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Toss out (almost) all big spells: "},{"insert":"Any big spell can, will, and should be used later for your big payoff. In midgame you could maybe get away with casting one big spell a turn (preferably for ramp or card draw), but you really should be saving your mana and your hand for interaction. There are a lot of discard a card, draw a card effects in this deck. Your first choice should be big spells."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp, Ramp RAMP: "},{"insert":"Whenever there is downtime in the game, or people are rebuilding board state, you need to be ramping. Your commander is hella expensive. Post-commander you will be repaid dividends because you'll be able to re-cast all your ramp lessons and spells to jump ahead again (if you don't win that turn)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nHow to PIVOT:\n Okay, thankfully some of the lessons and creatures in this deck have some value outside of this one burst. We have the paradigm cards for example, which can be cast for free at the start of every first main phase. We have the dawning archaic, which lets us cheat out larger non-lesson spells from our graveyard. We have exhibition tidecaller and master pakku, who can enable more spells for us to cast, or can be used to mill out our opponents.\n\n"}]}
Iroh, Grand Lotus
Firebending 2
During your turn, each non-Lesson instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost. (You may cast a card from your graveyard for its flashback cost. Then exile it.)
During your turn, each Lesson card in your graveyard has flashback .
During your turn, each non-Lesson instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost. (You may cast a card from your graveyard for its flashback cost. Then exile it.)
During your turn, each Lesson card in your graveyard has flashback .
Legendary Creature - Human Ally Noble

Commander
(Ctrl to add secondary)
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
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

Artifact
(Ctrl to add secondary)
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

Burn
(Ctrl to add secondary)
Cheaper Lessons/Spells
(Ctrl to add secondary)
Veyran, Voice of Duality
Magecraft — Whenever you cast or copy an instant or sorcery spell, Veyran gets +1/+1 until end of turn.
If you casting or copying an instant or sorcery spell causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
If you casting or copying an instant or sorcery spell causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Wizard Efreet

Copy
(Ctrl to add secondary)
The Magic Mirror
This spell costs less to cast for each instant and sorcery card in your graveyard.
You have no maximum hand size.
At the beginning of your upkeep, put a knowledge counter on The Magic Mirror, then draw a card for each knowledge counter on The Magic Mirror.
You have no maximum hand size.
At the beginning of your upkeep, put a knowledge counter on The Magic Mirror, then draw a card for each knowledge counter on The Magic Mirror.
Legendary Artifact

Draw
(Ctrl to add secondary)
Secret of Bloodbending
As an additional cost to cast this spell, you may waterbend .
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending.
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending.
Sorcery - Lesson

The Dawning Archaic
This spell costs less to cast for each instant and sorcery card in your graveyard.
Reach
Whenever The Dawning Archaic attacks, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Reach
Whenever The Dawning Archaic attacks, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Legendary Creature - Avatar

Finisher
(Ctrl to add secondary)
Land
(Ctrl to add secondary)
Master Pakku
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever Master Pakku becomes tapped, target player mills X cards, where X is the number of Lesson cards in your graveyard. (They put the top X cards of their library into their graveyard.)
Whenever Master Pakku becomes tapped, target player mills X cards, where X is the number of Lesson cards in your graveyard. (They put the top X cards of their library into their graveyard.)
Legendary Creature - Human Advisor Ally

Mill
(Ctrl to add secondary)
Waterbender's Restoration
As an additional cost to cast this spell, waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Exile X target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Exile X target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Instant - Lesson

Protection
(Ctrl to add secondary)
Sorcerer Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, draw two cards, then discard two cards.
: Level 2
Creatures you control have ": Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level."
: Level 3
Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.
When this Class enters, draw two cards, then discard two cards.
: Level 2
Creatures you control have ": Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level."
: Level 3
Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.
Enchantment - Class

The Emperor of Palamecia
: Add or . Spend this mana only to cast a noncreature spell.
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it.
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it.
Legendary Creature - Human Wizard Noble


Ramp
(Ctrl to add secondary)
Toph, Hardheaded Teacher
When Toph enters, you may discard a card. If you do, return target instant or sorcery card from your graveyard to your hand.
Whenever you cast a spell, earthbend 1. If that spell is a Lesson, put an additional +1/+1 counter on that land. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you cast a spell, earthbend 1. If that spell is a Lesson, put an additional +1/+1 counter on that land. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Legendary Creature - Human Warrior Ally

Recursion
(Ctrl to add secondary)
Removal
(Ctrl to add secondary)
Echocasting Symposium
Target player creates a token that's a copy of target creature you control.
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

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

Sorcery
(Ctrl to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Iroh, Grand Lotus "},{"insert":"is a mid-late game burst commander. There are three main objectives to set up until you can have a worthwhile payoff:\n\n"},{"attributes":{"bold":true},"insert":"Set up your graveyard"},{"insert":": Populate it with lessons and other spells that can be cast for cheap or free once you get your commander on the board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Set up for cheap/free spells"},{"insert":": Have cards on the battlefield that will make your spells cheaper. The more the merrier, but as long as you can reduce lessons by one colorless, you'll be able to cast every lesson in your graveyard all at once."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Set up for burn"},{"insert":": Have cards on the battlefield that will deal damage to someone's face when you cast a non-creature spell. This is going to be your real wincon, since lessons themselves do not have many cards that function as a gamechanger. Optimistically, you should have enough burn to do around 4-5 damage for each spell you cast. 4-5 dmg * 15 lessons = 60 damage to each player if you can get 2 good sources of burn and half of the lessons casted. If this doesn't really take people out there are ways to pivot. This will be covered later."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWhile you look to set up these objectives, you need to be make sure no-one runs away with the game. To do this, keep these things in mind:\n\n"},{"attributes":{"bold":true},"insert":"Keep instants in your hand"},{"insert":": Even when your commander is on the board you can only cast w/ Iroh's flashback "},{"attributes":{"bold":true},"insert":"ON YOUR TURN."},{"insert":" People messing with your board state or attacking you need to be dealt with using counterspells, bounces, or damage. Ideally, you will want to keep a counterspell in hand especially when you are casting your commander. Once he hits the battlefield you should be able to use the lessons in your graveyard to deal with pretty much anything else coming at you. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Toss out (almost) all big spells: "},{"insert":"Any big spell can, will, and should be used later for your big payoff. In midgame you could maybe get away with casting one big spell a turn (preferably for ramp or card draw), but you really should be saving your mana and your hand for interaction. There are a lot of discard a card, draw a card effects in this deck. Your first choice should be big spells."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp, Ramp RAMP: "},{"insert":"Whenever there is downtime in the game, or people are rebuilding board state, you need to be ramping. Your commander is hella expensive. Post-commander you will be repaid dividends because you'll be able to re-cast all your ramp lessons and spells to jump ahead again (if you don't win that turn)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nHow to PIVOT:\n Okay, thankfully some of the lessons and creatures in this deck have some value outside of this one burst. We have the paradigm cards for example, which can be cast for free at the start of every first main phase. We have the dawning archaic, which lets us cheat out larger non-lesson spells from our graveyard. We have exhibition tidecaller and master pakku, who can enable more spells for us to cast, or can be used to mill out our opponents.\n\n"}]}


































































