Silent_Earth
65 views35 hrs ago
Commander
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{"ops":[{"insert":"Burn them all down. \nAs a base level we need to cast 10 spells to deal 40 damage to all of our opponents. Any incidental power buffs to our commander just make the clock faster.\n\nTurns 1 to 3 are set up, playing mana rocks, creatures that generate mana on spell and burn creatures.\nWe are playing cards like Firebrand Archer to trigger off non-creature spells, the standard 2 cmc mana rocks and creatures like Electro or Birgi to chain spells together.\n\nTurn 4 is commander time!\nOur commander is the core of our strategy, without them our damage is less bonfire and more matchstick. While we want to have our commander out turn 4 or earlier if we don't have the correct set up pieces we are better off waiting a turn or two to ensure they don't get hit by any incidental removal.\n\nTurn 5 is when we try and storm off using impulsive draw, cantrips and rituals.\nCards like Reckless Impulse allow us to keep casting spells and triggering our Firebrand Archers, Pyretic Rituals keeps our mana topped up and Underworld Breach and Past in Flames will allow us to recast any of our previously played spells again to push out those last few points of damage. \n\nWe are critically low on interaction so timing is everything, we want to play fast and hard with as many spells getting played per turn as we can. \n\n\n"}]}
Commander
Ojer Axonil, Deepest Might
Trample
If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.
When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.
When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - God


Commander
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A.O.E
A.O.E
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Burn Engines
Burn Engines
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Cantrips
Cantrips
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Impulsive
Glimpse the Impossible
Exile the top three cards of your library. You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them into your graveyard, then create a 0/1 colorless Eldrazi Spawn creature token for each card put into your graveyard this way. Those tokens have "Sacrifice this token: Add ."
Sorcery

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

Impulsive
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Land
Land
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Mana Ramp
Mana Ramp
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Mana Storm
Mana Storm
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Storm
Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Storm
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Utility
Utility
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Burn them all down. \nAs a base level we need to cast 10 spells to deal 40 damage to all of our opponents. Any incidental power buffs to our commander just make the clock faster.\n\nTurns 1 to 3 are set up, playing mana rocks, creatures that generate mana on spell and burn creatures.\nWe are playing cards like Firebrand Archer to trigger off non-creature spells, the standard 2 cmc mana rocks and creatures like Electro or Birgi to chain spells together.\n\nTurn 4 is commander time!\nOur commander is the core of our strategy, without them our damage is less bonfire and more matchstick. While we want to have our commander out turn 4 or earlier if we don't have the correct set up pieces we are better off waiting a turn or two to ensure they don't get hit by any incidental removal.\n\nTurn 5 is when we try and storm off using impulsive draw, cantrips and rituals.\nCards like Reckless Impulse allow us to keep casting spells and triggering our Firebrand Archers, Pyretic Rituals keeps our mana topped up and Underworld Breach and Past in Flames will allow us to recast any of our previously played spells again to push out those last few points of damage. \n\nWe are critically low on interaction so timing is everything, we want to play fast and hard with as many spells getting played per turn as we can. \n\n\n"}]}







































































