mxywxy
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Commander
Size: 100Salt sum: 60.68
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{"ops":[{"insert":"How do I win on turn 5 with this deck?\n\nMULLIGAN:\nIf you have any nonland card in your starting hand, mulligan.\n\nTURN 1:\nPlay a land. Doesn't matter which.\n\nTURN 2:\nPlay a land. Different type from the one you played last turn.\n\nTURN 3:\nSame as turn 2.\n\nTURN 4:\nHere's where it gets interesting. Play your fourth land, ensuring you have two of each type. Then, play your commander and pass the turn.\n\nTURN 5:\nYour commander triggers, exiling your 2 nonland cards. Play the magmakin artillerist, then enchant it with curiosity. DON'T PLAY A LAND. At the beginning of your end step, if you have 8 cards in your hand, congrats! You've won. When you discard down to 7, your magmakin artillerist will trigger, doing one damage to any opponent. When this damage is dealt, make sure you draw your card from curiosity. Then, discard down to 7 again, triggering magmakin again, dealing 1 damage and drawing a card, etc. etc. until you've won.\n\n IF YOU DON'T HAVE 8 CARDS IN YOUR HAND:\nPass the turn. At the beginning of your end step, discard down to 7, and repeat the steps shown above. \n\nIF YOUR OPPONENTS USE REMOVAL:\nTough. Better luck next time. \n"}]}
Commander
Sanar, Innovative First-Year
Vivid — At the beginning of your first main phase, reveal cards from the top of your library until you reveal X nonland cards, where X is the number of colors among permanents you control. For each of those colors, you may exile a card of that color from among the revealed cards. Then shuffle. You may cast the exiled cards this turn.
Legendary Creature - Goblin Sorcerer

Commander
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{"ops":[{"insert":"How do I win on turn 5 with this deck?\n\nMULLIGAN:\nIf you have any nonland card in your starting hand, mulligan.\n\nTURN 1:\nPlay a land. Doesn't matter which.\n\nTURN 2:\nPlay a land. Different type from the one you played last turn.\n\nTURN 3:\nSame as turn 2.\n\nTURN 4:\nHere's where it gets interesting. Play your fourth land, ensuring you have two of each type. Then, play your commander and pass the turn.\n\nTURN 5:\nYour commander triggers, exiling your 2 nonland cards. Play the magmakin artillerist, then enchant it with curiosity. DON'T PLAY A LAND. At the beginning of your end step, if you have 8 cards in your hand, congrats! You've won. When you discard down to 7, your magmakin artillerist will trigger, doing one damage to any opponent. When this damage is dealt, make sure you draw your card from curiosity. Then, discard down to 7 again, triggering magmakin again, dealing 1 damage and drawing a card, etc. etc. until you've won.\n\n IF YOU DON'T HAVE 8 CARDS IN YOUR HAND:\nPass the turn. At the beginning of your end step, discard down to 7, and repeat the steps shown above. \n\nIF YOUR OPPONENTS USE REMOVAL:\nTough. Better luck next time. \n"}]}



