JackAttack9255
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Commander
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Artifact
Golden Argosy
Whenever Golden Argosy attacks, exile each creature that crewed it this turn. Return them to the battlefield tapped under their owner's control at the beginning of the next end step.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle

Sword of Hearth and Home
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Artifact - Equipment

Artifact
(CTRL to add secondary)
Creature
Bennie Bracks, Zoologist
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
At the beginning of each end step, if you created a token this turn, draw a card.
At the beginning of each end step, if you created a token this turn, draw a card.
Legendary Creature - Elf Druid

Braids, Arisen Nightmare
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
Legendary Creature - Nightmare

Gandalf the White
Flash
You may cast legendary spells and artifact spells as though they had flash.
If a legendary permanent or an artifact entering or leaving the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
You may cast legendary spells and artifact spells as though they had flash.
If a legendary permanent or an artifact entering or leaving the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Wizard Avatar

Marionette Apprentice
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Whenever another creature or artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life.
Whenever another creature or artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life.
Creature - Human Artificer

Marionette Master
Fabricate 3 (When this creature enters, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.)
Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to this creature's power.
Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to this creature's power.
Creature - Human Artificer

Mondrak, Glory Dominus
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ( can be paid with either or 2 life.)
, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Phelia, Exuberant Shepherd
Flash
Whenever Phelia attacks, exile up to one other target nonland permanent. At the beginning of the next end step, return that card to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on Phelia.
Whenever Phelia attacks, exile up to one other target nonland permanent. At the beginning of the next end step, return that card to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on Phelia.
Legendary Creature - Dog

Creature
(CTRL to add secondary)
Enchantment
Forge Anew
When this enchantment enters, return target Equipment card from your graveyard to the battlefield.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
Enchantment

Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment

Enchantment
(CTRL to add secondary)
Instant
Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Semester's End
Exile any number of target creatures and/or planeswalkers you control. At the beginning of the next end step, return each of them to the battlefield under its owner's control. Each of them enters with an additional +1/+1 counter on it if it's a creature and an additional loyalty counter on it if it's a planeswalker.
Instant

Instant
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Sorcery
Sorcery
(CTRL to add secondary)
Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"U.S.Agent, John Walker — Blink Equipment Tokens"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Deck Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is an Orzhov blink and artifact-token deck built around "},{"attributes":{"bold":true},"insert":"U.S.Agent, John Walker"},{"insert":".\nWhenever John enters the battlefield, he creates a "},{"attributes":{"bold":true},"insert":"Sturdy Shield Equipment token"},{"insert":" and attaches it to himself. The deck repeatedly blinks John to manufacture a large number of Shields, then converts those Shields into:\nCommander damage"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Artifact-count payoffs"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sacrifice value"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Life-loss triggers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Creature tokens"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Card draw"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Alternate win conditions"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck is not traditional Voltron. John can become a serious attacker, but the Shields are primarily a resource engine. They are Equipment, artifact tokens, sacrifice fodder, and permanent-entry triggers all at once.\nThe deck is intended for "},{"attributes":{"bold":true},"insert":"Commander Bracket 3"},{"insert":". It is focused and synergistic, but avoids fast mana, oppressive locks, mass land destruction, and deterministic infinite combos.\nCommander"},{"attributes":{"header":2},"insert":"\n"},{"insert":"U.S.Agent, John Walker"},{"attributes":{"header":3},"insert":"\n"},{"insert":"John is both the engine and one of the deck’s finishers.\nEvery time he enters the battlefield, he creates another Shield and attaches it to himself. This means blink spells effectively become artifact-token production spells.\nJohn naturally gets larger as more Shields attach to him, but you do not need to keep every Shield equipped to him. Cards such as "},{"attributes":{"bold":true},"insert":"Ardenn, Intrepid Archaeologist"},{"insert":", "},{"attributes":{"bold":true},"insert":"Puresteel Paladin"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Sigarda’s Aid"},{"insert":" let you redistribute the Equipment to whichever creature is best positioned to attack.\nThe commander tax can become expensive, so the deck prefers blinking John over repeatedly allowing him to die.\nPrimary Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Early Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The early game is about establishing mana and putting one value engine into play.\nPrioritize:\nMana rocks"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Repeatable blink effects"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Equipment support"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Card-draw engines"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ideal early cards include:\nSol Ring"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arcane Signet"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Orzhov Signet"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Talisman of Hierarchy"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Puresteel Paladin"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Idol of Oblivion"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Phelia, Exuberant Shepherd"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Charming Prince"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"John does not need to be cast immediately if you do not have a blink engine or protection available. Casting him into an empty board is acceptable, but the deck becomes much stronger when his first enter trigger is followed by another blink shortly afterward.\nMidgame"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The midgame is where the deck begins producing Shields repeatedly.\nUse cards such as:\nEphemerate"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cloudshift"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Touch the Spirit Realm"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Teleportation Circle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Conjurer’s Closet"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Restoration Angel"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Guardian of Ghirapur"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flickerwisp"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Phelia, Exuberant Shepherd"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of Hearth and Home"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At this stage, decide which direction the game requires.\nYou can:\nBuild John into a commander-damage threat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Accumulate artifacts for Cranial Plating or Nettlecyst"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Drain opponents with Mirkwood Bats"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Generate Cats with Kemba"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Draw cards through Puresteel Paladin or Bennie Bracks"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hold Shields as sacrifice fodder for Braids or Trading Post"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Do not commit every payoff to the board at once. The deck is vulnerable to artifact sweepers, so keep at least one engine or finisher in reserve when possible.\nLate Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In the late game, the deck usually wins by turning a large artifact count into damage.\nThe main finishers are:\nU.S.Agent commander damage"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cranial Plating"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nettlecyst"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"All That Glitters"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Heavenly Blademaster"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kemba, Kha Regent"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mirkwood Bats"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Marionette Master"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nadier’s Nightblade"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Altar of the Brood"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck often changes plans depending on what opponents can defend against.\nIf creatures are being removed repeatedly, lean into artifact drain.\nIf opponents lack blockers, build one lethal attacker.\nIf the board is stalled, use Kemba or token-drain effects to go wide.\nBlink Package"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Blinking John is the core mechanic of the deck.\nOne-Time Blink"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Ephemerate"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cloudshift"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Touch the Spirit Realm"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Semester’s End"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Restoration Angel"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Guardian of Ghirapur"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flickerwisp"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These cards protect John from removal while also producing another Shield.\n"},{"attributes":{"bold":true},"insert":"Ephemerate"},{"insert":" is especially efficient because it blinks John once immediately and again during your next upkeep.\n"},{"attributes":{"bold":true},"insert":"Cloudshift"},{"insert":" is one of the best protection spells in the deck. It can counter targeted removal while still advancing your board.\n"},{"attributes":{"bold":true},"insert":"Semester’s End"},{"insert":" protects multiple creatures from a board wipe, although it does not save artifact tokens. The Shields remain on the battlefield and may become unequipped while John is exiled.\nRepeatable Blink"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Teleportation Circle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Conjurer’s Closet"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Phelia, Exuberant Shepherd"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of Hearth and Home"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Far Traveler"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Eldrazi Displacer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Golden Argosy"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These cards provide repeated value without consuming another card every turn.\n"},{"attributes":{"bold":true},"insert":"Teleportation Circle"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Conjurer’s Closet"},{"insert":" are the most reliable options because they trigger every end step.\n"},{"attributes":{"bold":true},"insert":"Phelia"},{"insert":" requires attacking but comes down early and can blink other useful permanents when John is unavailable.\n"},{"attributes":{"bold":true},"insert":"Eldrazi Displacer"},{"insert":" is powerful but requires colorless mana. Preserve lands such as Wastes, Caves of Koilos, Darksteel Citadel, and other colorless-producing lands when you expect to activate it.\nTrigger Multipliers"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Panharmonicon"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Panharmonicon gives John an additional enter trigger.\nInstead of creating one Shield, John creates two.\nIt also doubles many other enter triggers in the deck, including:\nPuresteel Paladin triggers from entering Equipment"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Preston, the Vanisher interactions"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Charming Prince"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flickerwisp"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Solemn Simulacrum"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Guardian of Ghirapur"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Panharmonicon does not double attack triggers or sacrifice triggers.\nGandalf the White"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Gandalf doubles triggered abilities caused by legendary permanents and artifacts entering or leaving the battlefield.\nJohn is legendary, and his Shield tokens are artifacts, so Gandalf can generate substantial additional value.\nGandalf also gives legendary spells and artifact spells flash, allowing the deck to play more reactively.\nMondrak, Glory Dominus"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mondrak doubles token creation.\nIf John would create one Shield, he creates two instead.\nWith both Panharmonicon and Mondrak, John’s enter ability triggers twice, and each trigger creates two Shields, resulting in four Shields.\nMondrak can also become indestructible by sacrificing artifacts or creatures. Shield tokens are excellent sacrifice material for this ability.\nPreston, the Vanisher"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Preston rewards creatures entering without being cast.\nWhen John returns from exile, Preston creates a token copy of him. Because John is legendary, the legend rule forces one copy to be put into the graveyard, but the copied John still triggers and creates another Shield.\nPreston makes every blink more productive, but remember that the John token cannot remain alongside the original unless the legend rule is somehow bypassed.\nEquipment Package"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Shield tokens are Equipment, but their equip cost can make moving them inefficient without support.\nPuresteel Paladin"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Puresteel Paladin is one of the strongest cards in the deck.\nEach Shield entering the battlefield triggers its card-draw ability.\nOnce you control at least three artifacts, Puresteel gives all your Equipment equip cost zero. This allows you to move every Shield freely during your main phase.\nPuresteel turns John’s blink engine into both card advantage and combat flexibility.\nArdenn, Intrepid Archaeologist"},{"attributes":{"header":3},"insert":"\n"},{"insert":"At the beginning of combat, Ardenn can attach any number of Auras and Equipment you control to a permanent or player.\nThis bypasses equip costs entirely.\nYou can move all Shields onto:\nJohn for commander damage"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kemba for Cat production"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Heavenly Blademaster for a massive flying attacker"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A creature with evasion"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A disposable creature when protecting John matters more than attacking"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sigarda’s Aid"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sigarda’s Aid gives Equipment spells flash and allows Equipment entering under your control to attach to a creature you control.\nBecause John’s Shields enter already attached to him, Sigarda’s Aid is more important for the deck’s normal Equipment cards.\nIt works especially well with:\nCranial Plating"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nettlecyst"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of Hearth and Home"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of the Animist"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mask of Memory"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Forge Anew"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Forge Anew can return an Equipment from the graveyard and allows the first equip activation each turn to cost zero.\nUse it to recover an important finisher such as Nettlecyst, Cranial Plating, or Sword of Hearth and Home.\nArtifact Payoffs"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Cranial Plating"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cranial Plating gives a creature +1/+0 for each artifact you control.\nThis counts:\nShield tokens"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mana rocks"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Equipment"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Artifact creatures"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Darksteel Citadel"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Treasure or other incidental artifact tokens"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"It is often the fastest way to kill a player.\nThe black instant-speed attachment ability is also relevant. You can move Cranial Plating after blockers are declared, making combat difficult for opponents to calculate.\nNettlecyst"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Nettlecyst creates a Germ token and gives the equipped creature +1/+1 for each artifact and enchantment you control.\nIt is both a creature and an Equipment payoff.\nIf the Germ dies, Nettlecyst remains available to equip onto John or another evasive creature.\nAll That Glitters"},{"attributes":{"header":3},"insert":"\n"},{"insert":"All That Glitters counts both artifacts and enchantments.\nIt can create an enormous attacker for only two mana, but it is vulnerable to creature removal because the Aura goes to the graveyard when the creature dies.\nUse it when you can protect the target or when one attack may end the game.\nInspiring Statuary"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Inspiring Statuary gives your nonartifact spells improvise.\nUnused Shields can be tapped to help cast:\nBlink spells"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Removal"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Board wipes"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Creatures"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Enchantments"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This lets the token engine function as pseudo-ramp even when the Shields are not attacking.\nArtifact Sacrifice and Drain"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Shields are disposable artifacts when combat is not the best plan.\nMirkwood Bats"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mirkwood Bats is one of the deck’s best noncombat win conditions.\nIt causes each opponent to lose life whenever:\nYou create a token"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"One or more tokens you control leave the battlefield"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"John creating a Shield drains each opponent.\nSacrificing a Shield drains each opponent again.\nBlinking John does not cause existing Shields to leave the battlefield, but it creates additional tokens and therefore produces more damage.\nNadier’s Nightblade"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Nadier’s Nightblade drains each opponent whenever a token you control leaves the battlefield.\nThis works when Shield tokens are:\nSacrificed"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Exiled"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Returned to a zone where they cease to exist"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Destroyed and sent to the graveyard"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nightblade does not trigger when a nontoken artifact leaves.\nMarionette Apprentice"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Marionette Apprentice drains an opponent whenever another creature or artifact you control is put into the graveyard.\nSacrificing Shields triggers it.\nBecause the Apprentice only targets one opponent per trigger, it is less explosive than Mirkwood Bats but still effective.\nMarionette Master"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Marionette Master can drain opponents for an amount equal to its power whenever an artifact you control is put into the graveyard.\nChoose the +1/+1 counters mode unless you specifically need Servo tokens.\nEquipping Marionette Master with Shields or Cranial Plating dramatically increases the amount of life lost from each sacrificed artifact.\nBraids, Arisen Nightmare"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Braids lets you sacrifice a permanent at your end step.\nA Shield is usually the ideal sacrifice because it is easy to replace.\nEach opponent must either sacrifice the same permanent type or allow you to draw a card and lose two life.\nAgainst decks without expendable artifacts, Braids frequently provides three cards and six total life loss each turn cycle.\nTrading Post"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Trading Post provides several useful modes:\nDiscard a card to gain life"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pay life to create a Goat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sacrifice a creature to return an artifact"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sacrifice an artifact to draw a card"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The artifact-draw mode turns excess Shields into cards.\nThe recursion mode can recover important Equipment or mana rocks.\nCard Advantage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck uses several different types of card advantage.\nEquipment-Based Draw"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Puresteel Paladin"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mask of Memory"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of Hearth and Home indirectly generates value"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Puresteel is the best draw engine because every Shield cantrip replaces itself.\nMask of Memory should be attached to an evasive creature when possible. Drawing two and discarding one is strong card selection.\nToken-Based Draw"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Bennie Bracks, Zoologist"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Idol of Oblivion"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mirkwood Bats indirectly pressures life totals"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Braids, Arisen Nightmare"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bennie Bracks draws at each end step if you created a token that turn. Because John creates Shield tokens, blink effects can trigger Bennie during your turn and potentially during opponents’ turns.\nIdol of Oblivion draws once each turn when you create a token. Repeatable blink effects make this reliable.\nSacrifice-Based Draw"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Deadly Dispute"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Trading Post"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Braids, Arisen Nightmare"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deadly Dispute is best used on a Shield targeted by removal or on an expendable artifact. It draws two cards and creates a Treasure.\nRemoval and Interaction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck uses flexible removal because Commander threats vary widely.\nCreature Removal"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Swords to Plowshares"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Path to Exile"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Dispatch"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Damn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Dispatch becomes premium removal once metalcraft is active, which is easy in this deck.\nDamn can be used as either targeted creature removal or a full board wipe.\nFlexible Permanent Removal"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Generous Gift"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Anguished Unmaking"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Stroke of Midnight"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Despark"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Touch the Spirit Realm"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These answer artifacts, enchantments, planeswalkers, and other problematic permanents.\nTouch the Spirit Realm can also channel from your hand to blink John, making it one of the most flexible cards in the deck.\nBoard Wipes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Damn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Austere Command"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Austere Command is especially useful because it can often destroy creatures while preserving your Equipment tokens.\nCommon modes include:\nDestroy all creatures with mana value three or less"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Destroy all creatures with mana value four or greater"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Avoid choosing artifacts unless an opponent’s artifact board is significantly more dangerous than your own.\nWin Conditions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"1. John Commander Damage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Repeatedly blink John and accumulate Shields.\nEach Shield gives him additional power and toughness. With enough Shields, John can eliminate players through 21 commander damage.\nSupport this plan with:\nArdenn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Puresteel Paladin"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sigarda’s Aid"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rogue’s Passage"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of Hearth and Home"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cranial Plating"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"All That Glitters"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"John does not need to carry every Shield for the entire game. Move them onto him only when you are ready to attack.\n2. Cranial Plating or Nettlecyst"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Create a large artifact board, then equip an evasive creature.\nHeavenly Blademaster is one of the best targets because it has flying and double strike.\nA creature with 10 power and double strike deals 20 combat damage, so Heavenly Blademaster can end games quickly.\n3. Mirkwood Bats Drain"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Use John, blink effects, Mondrak, and sacrifice outlets to create and remove tokens.\nEvery Shield creation drains the entire table.\nEvery Shield sacrifice can drain the entire table again.\nThis route ignores combat and works through stalled boards.\n4. Marionette Master"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Increase Marionette Master’s power with counters and Equipment.\nSacrifice artifacts through:\nTrading Post"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Braids"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deadly Dispute"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mondrak’s indestructible ability"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Each artifact can cause a large amount of targeted life loss.\n5. Kemba, Kha Regent"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Move several Shields onto Kemba.\nAt the beginning of your upkeep, Kemba creates a 2/2 Cat token for each Equipment attached to her.\nFive Shields create five Cats every upkeep. Ten Shields create ten Cats.\nMondrak doubles those tokens.\n6. Heavenly Blademaster"},{"attributes":{"header":3},"insert":"\n"},{"insert":"When Heavenly Blademaster enters, you may attach any number of Equipment you control to it.\nIt has flying and double strike, making it one of the strongest combat finishers in the deck.\nAfter combat, use Ardenn or Puresteel Paladin to move Equipment elsewhere if needed.\n7. Altar of the Brood"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Whenever another permanent enters under your control, each opponent mills one card.\nBlinking John causes:\nJohn to enter"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At least one Shield to enter"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Panharmonicon, Mondrak, Preston, and repeated blink effects greatly increase the number of permanents entering.\nAltar is usually a supplementary win condition rather than the deck’s primary plan. It becomes dangerous when several token or trigger multipliers are active.\nImportant Interactions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"John + Panharmonicon"},{"attributes":{"header":3},"insert":"\n"},{"insert":"John creates two Shields whenever he enters.\nJohn + Mondrak"},{"attributes":{"header":3},"insert":"\n"},{"insert":"John creates two Shields whenever he enters.\nJohn + Panharmonicon + Mondrak"},{"attributes":{"header":3},"insert":"\n"},{"insert":"John’s ability triggers twice, and each trigger creates two Shields.\nTotal: four Shields per John entry.\nJohn + Puresteel Paladin"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Each Shield entering triggers Puresteel Paladin and may draw a card.\nWith Panharmonicon, each Shield can trigger Puresteel twice.\nJohn + Preston, the Vanisher"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Blinking John causes Preston to create a token copy of him.\nThe token John also creates a Shield.\nThe legend rule then forces one John to be put into the graveyard.\nJohn + Mirkwood Bats"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Each Shield created drains every opponent for one life.\nIf the Shield is later sacrificed, Mirkwood Bats drains everyone again.\nMondrak + Kemba"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Kemba creates twice as many Cat tokens.\nMarionette Master + Cranial Plating"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cranial Plating greatly increases Marionette Master’s power.\nEach artifact put into your graveyard then causes much larger life-loss triggers.\nSword of Hearth and Home + John"},{"attributes":{"header":3},"insert":"\n"},{"insert":"When the equipped creature hits a player, blink John and search for a basic land.\nThis simultaneously ramps and creates another Shield.\nRules Notes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Do Not Blink the Shield Tokens"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Tokens that leave the battlefield generally cease to exist.\nIf you exile a Shield token, it will not return.\nBlink John, not the Shields.\nBlink Resets John"},{"attributes":{"header":3},"insert":"\n"},{"insert":"When John returns from exile, he is treated as a new object.\nDamage, temporary effects, counters, and previous attachments do not carry over unless another effect causes them to.\nThe Shields remain on the battlefield but become unattached while John is gone.\nWhen John returns, his new Shield attaches to him.\nEquipment Does Not Automatically Reattach"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Existing Shields do not automatically reattach when John returns.\nUse Ardenn, Puresteel Paladin, Sigarda’s Aid, or normal equip activations to move them.\nBoard Wipes and Equipment"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A creature board wipe destroys John and other creatures but usually leaves the Shield tokens intact.\nThis gives the deck some resilience.\nAfter recasting John, you can move the existing Shields back onto him or another creature.\nTokens and the Graveyard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A destroyed or sacrificed token does briefly enter the graveyard before ceasing to exist.\nThis means it triggers:\nMarionette Apprentice"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Marionette Master"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nadier’s Nightblade"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mirkwood Bats"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Agent of the Iron Throne"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mulligan Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Keep hands with:\nTwo or three lands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At least one ramp spell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A blink effect or value engine"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Reasonable color access"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong opening hands usually contain one card from each group:\nMana: Sol Ring, Arcane Signet, Orzhov Signet, Talisman"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Engine: Puresteel Paladin, Idol of Oblivion, Teleportation Circle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Interaction: Swords to Plowshares, Generous Gift, Anguished Unmaking"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Blink: Ephemerate, Cloudshift, Phelia"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mulligan hands that:\nHave fewer than two lands without cheap ramp"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Contain only expensive cards"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Have multiple finishers but no setup"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Depend entirely on John surviving"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lack access to both white and black mana"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A hand with three lands, one mana rock, one blink spell, one interaction spell, and one payoff is ideal.\nSequencing Tips"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Do not automatically cast John as soon as possible.\nA stronger sequence is often:\nPlay a mana rock."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play Puresteel Paladin or another engine."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast John and create a Shield."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Hold up a blink spell."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Blink John in response to removal or at the end of an opponent’s turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"When you control a repeatable end-step blink effect, cast John before the end step so you immediately receive another trigger.\nWhen playing against board wipes, avoid overcommitting creatures. Your Equipment tokens survive most creature wipes, so rebuild around them afterward.\nWhen using Ardenn, choose Equipment targets at the beginning of combat based on current blockers and available interaction.\nStrengths"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Generates value from blinking the commander"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Multiple viable win conditions"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong artifact and Equipment synergy"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can win through combat or life-loss triggers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Shields survive most creature board wipes"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Flexible removal suite"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Commander naturally scales over the game"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Plays differently depending on which payoff appears"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Weaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Highly dependent on artifacts"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Vulnerable to mass artifact removal"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"John becomes expensive after repeated commander-tax increases"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Equipment can be clunky without Ardenn or Puresteel Paladin"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Limited access to counterspells"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Graveyard and sacrifice engines can be disrupted"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Some hands produce Shields without drawing a payoff"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck can appear less threatening than it really is, then become the table’s target suddenly"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The most dangerous opposing cards are effects that exile or destroy all artifacts, such as mass artifact sweepers. Avoid deploying every Equipment and mana rock when an opponent may have one.\nPolitics"},{"attributes":{"header":2},"insert":"\n"},{"insert":"John often appears less threatening than commanders that immediately draw cards or create large creatures.\nUse that perception.\nEarly in the game, explain that the Shields are only small Equipment tokens. Avoid attaching every Equipment to John until you are ready to threaten lethal damage.\nRemoval should be used on threats that affect the entire table whenever possible. This helps preserve political goodwill while you assemble your artifact engine.\nMirkwood Bats, Marionette Master, and Cranial Plating can change the table’s threat assessment immediately. Cast them when you can gain value quickly rather than allowing them to sit exposed for several turns.\nUpgrade Options"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Potential upgrades include:\nAnointed Procession"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Smothering Tithe"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Esper Sentinel"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The One Ring"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Enlightened Tutor"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Demonic Tutor"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Steelshaper’s Gift"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Stoneforge Mystic"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Teferi’s Protection"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deadly Rollick"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ancient Tomb"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Urza’s Saga"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Vault of Champions"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Scrubland"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These cards improve consistency and efficiency but may increase the budget or push the deck toward the upper edge of Bracket 3.\nPossible Budget Cuts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"For a lower-cost version, consider replacing:\nMondrak, Glory Dominus"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of Hearth and Home"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sigarda’s Aid"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bennie Bracks, Zoologist"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Silent Clearing"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Fetid Heath"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Shattered Sanctum"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Suitable replacements include:\nPrava of the Steel Legion"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lae’zel’s Acrobatics"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Leonin Shikari"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mentor of the Meek"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Orzhov Guildgate"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Scoured Barrens"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Additional basic lands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Summary"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck’s central loop is simple:\nCast John."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Blink John."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Create Shields."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Turn the Shields into cards, mana, creatures, damage, or commander power."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Win through whichever payoff best fits the board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Do not think of the Shields only as Equipment. They are the deck’s primary resource.\nThe strongest games come from staying flexible. Sometimes John kills through commander damage. Sometimes Kemba creates an army. Sometimes Mirkwood Bats drains the table. Sometimes one creature carries Cranial Plating and ends the game.\nThe deck succeeds by producing the same resource repeatedly and using that resource in several different ways.\n"}]}
















































































