VoodooKing25
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Commander
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Commander
Stangg, Echo Warrior
Whenever Stangg attacks, create Stangg Twin, a legendary 3/4 red and green Human Warrior creature token. It enters tapped and attacking. For each Aura and Equipment attached to Stangg, create a token that's a copy of it attached to Stangg Twin. Sacrifice all tokens created this way at the beginning of the next end step.
Legendary Creature - Human Warrior

Commander
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Artifact
Artifact
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Creature
Chishiro, the Shattered Blade
Whenever an Aura or Equipment you control enters, create a 2/2 red Spirit creature token with menace.
At the beginning of your end step, put a +1/+1 counter on each modified creature you control. (Equipment, Auras you control, and counters are modifications.)
At the beginning of your end step, put a +1/+1 counter on each modified creature you control. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature - Snake Samurai

Red XIII, Proud Warrior
Vigilance, trample
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
Legendary Creature - Beast Warrior

Storm Herald
Haste
When this creature enters, return any number of Aura cards from your graveyard to the battlefield attached to creatures you control. Exile those Auras at the beginning of your next end step. If those Auras would leave the battlefield, exile them instead of putting them anywhere else.
When this creature enters, return any number of Aura cards from your graveyard to the battlefield attached to creatures you control. Exile those Auras at the beginning of your next end step. If those Auras would leave the battlefield, exile them instead of putting them anywhere else.
Creature - Human Shaman

Wulfgar of Icewind Dale
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
If a creature you control attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
If a creature you control attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Human Barbarian

Creature
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Enchantment
Bitter Work
Whenever you attack a player with one or more creatures with power 4 or greater, draw a card.
Exhaust — : Earthbend 4. Activate only during your turn. (Target land you control becomes a 0/0 creature with haste that's still a land. Put four +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped. Activate each exhaust ability only once.)
Exhaust — : Earthbend 4. Activate only during your turn. (Target land you control becomes a 0/0 creature with haste that's still a land. Put four +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped. Activate each exhaust ability only once.)
Enchantment

Demonic Ruckus
Enchant creature
Enchanted creature gets +1/+1 and has menace and trample.
When this Aura is put into a graveyard from the battlefield, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Enchanted creature gets +1/+1 and has menace and trample.
When this Aura is put into a graveyard from the battlefield, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Enchantment - Aura

Grim Reaper's Sprint
Morbid — This spell costs less to cast if a creature died this turn.
Enchant creature
When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
Enchant creature
When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
Enchantment - Aura

Hunter's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
Enchantment - Class

Meltstrider's Resolve
Enchant creature you control
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
Enchantment - Aura

One with the Kami
Flash
Enchant creature you control
Whenever enchanted creature or another modified creature you control dies, create X 1/1 colorless Spirit creature tokens, where X is that creature's power. (Equipment, Auras you control, and counters are modifications.)
Enchant creature you control
Whenever enchanted creature or another modified creature you control dies, create X 1/1 colorless Spirit creature tokens, where X is that creature's power. (Equipment, Auras you control, and counters are modifications.)
Enchantment - Aura

Sticky Fingers
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchantment - Aura

Enchantment
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Instant
Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Instant
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Land
Boseiju, Who Endures
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Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Sorcery
Sorcery
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This is a Gruul Aura/enchantress deck built around turning Stangg, Echo Warrior into two increasingly ridiculous attackers while making nearly every Aura either replace itself, generate additional value, or become much stronger when Stangg copies it. Whenever Stangg attacks, he creates Stangg Twin tapped and attacking, then creates copies of every Aura attached to Stangg and attaches those copies to the Twin. Those temporary copies are sacrificed at the next end step, which means the deck is deliberately packed with Auras that care about entering the battlefield, dealing damage, or eventually dying. Instead of treating the Twin as a temporary pile of extra stats, the deck tries to squeeze as many cards, lands, removal triggers, tokens, and points of damage as possible out of him before he disappears.\n\nThe draw engine is the heart of the deck. Enchantress's Presence and Verduran Enchantress reward simply casting enchantments, while Eidolon of Blossoms, Setessan Champion, and Tanglespan Lookout become especially dangerous because they care about enchantments or Auras entering the battlefield. That distinction matters with Stangg: although the copied Auras are not cast, they do enter the battlefield, so a single attack with several Auras attached can suddenly produce several additional draw triggers. Season of Growth keeps the cards flowing while Stangg is being suited up, and Bitter Work rewards the deck for doing what it already planned to do by drawing when sufficiently large creatures attack. Keen Sense and Snake Umbra turn combat damage into more cards, while cheap Auras such as Dragon Mantle, \n\nFrog Tongue, Rune of Might, Rune of Speed, and Setessan Training replace themselves immediately.\nSeveral of the stranger Auras become much better here because Stangg Twin is guaranteed to disappear. Bequeathal turns the Twin's death into two cards, while Fruit of the First Tree can turn his toughness into a much larger burst of cards and life. Sticky Fingers creates Treasure when the enchanted creature connects and then draws when the temporary Twin dies. Audacity and Demonic Ruckus provide useful combat abilities while eventually replacing themselves when their copied versions are sacrificed. One with the Kami takes the opposite approach, turning the death of a large modified Twin into a pile of Spirit tokens. The result is that Stangg's end-step sacrifice frequently feels less like losing a creature and more like collecting the receipt from everything he did during combat.\nThe deck still has to make the two Stanggs dangerous enough for all of that value to matter, and the Aura package handles that naturally. Rancor, Rune of Might, Audacity, Demonic Ruckus, and Runes of the \n\nDeus provide trample and other forms of evasion, while Lizard Blades and Runes of the Deus can add double strike when raw size needs to become lethal damage. Helm of the Gods is one of the very few pieces of Equipment worth keeping because the deck naturally accumulates so many enchantments that a one-mana Helm can add an absurd amount of power. Strong Back attacks the problem from the opposite direction, reducing the cost of Auras targeting its creature while giving +2/+2 for every Aura and Equipment attached. Once several Auras are stacked onto Stangg, both he and the fully copied Twin can become enormous very quickly.\n\nThe support creatures all either improve or profit from the same plan. Sanctum Weaver turns the growing enchantment count into large amounts of mana, while Herald of the Pantheon and Goblin Anarchomancer reduce the cost of deploying the deck. Generous Visitor converts every enchantment cast into another +1/+1 counter, and Chishiro, the Shattered Blade creates menace Spirits whenever Auras enter while steadily growing modified creatures. Destiny Spinner makes the creature and enchantment spells difficult to counter and can turn a land into another large trampling threat if Stangg is unavailable. Red XIII, Proud Warrior recovers an Aura from the graveyard while giving other modified creatures vigilance and trample. Weaver of Harmony gives the enchantment package another layer of utility by copying useful triggered or activated abilities.\n\nThe ramp package is intentionally split between conventional green acceleration and cards that participate in the enchantment plan. Sol Ring, Arcane Signet, Talisman of Impulse, Nature's Lore, and Three Visits provide reliable early mana, while Wild Growth, Utopia Sprawl, and Fertile Ground ramp while also increasing the enchantment count and triggering the appropriate draw engines. One with Nature is particularly entertaining once Stangg is attacking because both Stangg and the Twin can carry a copy, potentially turning one successful combat into multiple basic lands directly onto the battlefield. Bear Umbra goes even further by untapping the entire land base when Stangg attacks, allowing the deck to commit mana before combat and still have resources available afterward.\nBecause so much of the deck's value is concentrated on one spectacularly overdressed commander, keeping Stangg alive matters. Alpha Authority and Canopy Cover provide protection while also remaining Auras for Stangg to copy, and Bear Umbra's umbra armor gives another layer of insurance. Heroic Intervention, Collective Resistance, Overprotect, Tamiyo's Safekeeping, Tyvar's Stand, Silkguard, and Bolt Bend provide several different ways to fight through targeted removal and sweepers without requiring the deck to become a reactive control shell. Untimely Malfunction can protect Stangg by redirecting a targeted effect while also functioning as artifact removal or clearing blockers. The land slots contribute interaction as well, with Bridgeworks Battle, Khalni Ambush, and Stump Stomp functioning as removal when a land is not needed.\n\nMost games end through combat, but the deck has several ways to turn a normal Stangg attack into something much more violent. Pain for All lets an entering Aura turn the power of an already enormous creature into direct damage, meaning Stangg's copied version can make the Twin throw his power at another target before combat damage is even dealt. Kediss, Emberclaw Familiar spreads Stangg's commander damage across the rest of the table whenever he connects. Helm of the Gods and Strong Back can make both Stanggs enormous, while double strike effects can turn that power into sudden kills. Grim Reaper's Sprint provides the most direct finishing button by untapping the team and creating another combat, giving Stangg another opportunity to manufacture a Twin and another complete set of temporary Auras.\nThe gameplan is straightforward: ramp early, establish one of the enchantment draw engines, cast Stangg, and begin attaching cheap Auras while keeping enough protection available to stop opponents from dismantling the operation. Once Stangg begins attacking, the deck stops behaving like normal Voltron. Every Aura attached to one creature suddenly exists twice, every relevant Aura ETB happens again, every temporary death payoff becomes reliable, and every successful combat threatens to refill the hand while dealing increasingly unreasonable amounts of damage. There are no tutors required to assemble a specific line and no infinite combo hiding behind the enchantress shell. The deck simply keeps drawing cards, putting pants on Stangg, and asking the table how many copies of those pants they were prepared to deal with.\n\nStangg learned that if one heavily enchanted Gruul idiot is good, making an identical second idiot every combat is basically card advantage.\n"}]}

















































































