SupremeVerdicts
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Commander
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{"ops":[{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" , a human warrior recognizes that there is nothing stronger than the elements themselves. Where can he find soldiers that will rush into battle, dome the opponents, and then die such that he can grow larger and large?? \n\n"},{"attributes":{"bold":true},"insert":"He'll command elementals"},{"insert":", or as I like to say, "},{"insert":{"card-link":"Ball Lightning"}},{"insert":" typal. \n\nDeckbuilding video: https://youtu.be/Y0WO86oxRHw\nChannel: www.youtube.com/@SupremeVerdicts\n\nIntroduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A hallmark of elemental decks has always been their memorable evoke mechanic. This deck seeks to use the natural elemental synergies found in cards with this mechanic such as "},{"insert":{"card-link":"Vibrance // Vibrance"}},{"insert":" in concert with the \"ball lightning-esque\" cards like "},{"insert":{"card-link":"Lightning Serpent"}},{"insert":" . With a healthy synergy package around these self-sacrificing elementals and other Jund classics, we create a unique flavor of the classic Kresh / "},{"insert":{"card-link":"Fling"}},{"insert":" decks of bygone commander days. \n \nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" gets bigger whenever other creatures die based on the power of those creatures. Traditional "},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" decks employ a variety of kill spells and sacrifice effects to leverage your opponents losing creatures against Kresh growing in size. The most common form of this deck is often a Voltron strategy centered on "},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" and +1 / +1 counters. The less played, but still very popular version is based on cards like "},{"insert":{"card-link":"Fling"}},{"insert":" and "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" to end games by throwing a large "},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" at our opponents. \n\nThis version of the deck minimizes its removal to focus on an aggressive typal strategy. Our fling spells like "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":" and "},{"insert":{"card-link":"Pain for All"}},{"insert":" are great with our commander, but with so much additional pressure from "},{"insert":{"card-link":"Life of the Party"}},{"insert":" and "},{"insert":{"card-link":"Rite of the Raging Storm"}},{"insert":" , these cards can act as removal if needed or can close out games with some of our other heavy hitters like "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" , even if they end up smaller than "},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" .\n\nElemental Typal"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Truthfully, I was looking into building an Amass themed deck and had settled on "},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" as my commander. It was in my research of high-powered creatures that might work as backups to my fling strategy that I realized so many of them were elementals. \n\nNext thing I knew we had sacrifice elementals like "},{"insert":{"card-link":"Spark Elemental"}},{"insert":" , "},{"insert":{"card-link":"Shriekmaw"}},{"insert":" , and "},{"insert":{"card-link":"Lightning Skelemental"}},{"insert":" ;\nSome powerful utility elementals like "},{"insert":{"card-link":"Greenwarden of Murasa"}},{"insert":" and "},{"insert":{"card-link":"Omnath, Locus of Rage"}},{"insert":" ;\nand some elemental synergy pieces like "},{"insert":{"card-link":"Ygra, Eater of All"}},{"insert":" and "},{"insert":{"card-link":"Forgotten Ancient"}},{"insert":" who fill similar roles to our commander by making things bigger! \n\nWhy aren't there cards that care about how many of a particular type you have? Because those cards are bad. At least in this deck. So many of the card draw or mana reduction cards like "},{"insert":{"card-link":"Herald's Horn"}},{"insert":" or "},{"insert":{"card-link":"Gathering Stone"}},{"insert":" aren't as efficient as some of our other card draw and the mana reduction doesn't have as great of an impact due to our high color cost requirements. Instead, we rely on elemental cards like "},{"insert":{"card-link":"Champion of the Path"}},{"insert":" and "},{"insert":{"card-link":"Thunderkin Awakener"}},{"insert":" to provide some sweet sweet typal value.\n\nCard Advantage and Removal"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The nature of our deck's construction leads us to play high-power creatures and wants us to play one every single turn. Green offers the best card draw in this category with cards like "},{"insert":{"card-link":"The Great Henge"}},{"insert":" and "},{"insert":{"card-link":"Greater Good"}},{"insert":" . We also get some additional synergy by having our card draw stapled to a couple of evasion effects through "},{"insert":{"card-link":"Garruk's Uprising"}},{"insert":" and "},{"insert":{"card-link":"Herd Heirloom"}},{"insert":" . \n\nOur removal is severely limited in strict spells to "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" and "},{"insert":{"card-link":"Vona's Hunger"}},{"insert":" which both can act as potentially one-sided board wipes. There is some additional removal in the evoke elementals like "},{"insert":{"card-link":"Foundation Breaker"}},{"insert":" and "},{"insert":{"card-link":"Ingot Chewer"}},{"insert":" . But we subscribe that the best kind of removal is player removal through the use of "},{"insert":{"card-link":"Rite of Consumption"}},{"insert":" and "},{"insert":{"card-link":"Soul's Fire"}},{"insert":" .\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Other Card Choices "},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are additional \"power matters,\" evasion, and protection cards to help round out the deck and ensure a consistent flow of damage. These include "},{"insert":{"card-link":"Shadowspear"}},{"insert":" , "},{"insert":{"card-link":"Temur Battle Rage"}},{"insert":" , "},{"insert":{"card-link":"The Skullspore Nexus"}},{"insert":" , and "},{"insert":{"card-link":"Tyvar's Stand"}},{"insert":" . With all of the opportunities to have trample in this deck we can make sure that each attack hits hard, or sneak out trample at the last moment once we've made our creatures astronomically large. \n\nIt's also of note that there are only 9 black pips represented across cards. This deck is Gruul splashing black more than anything else. With so many cards like "},{"insert":{"card-link":"Groundbreaker"}},{"insert":" creating a huge barrier to casting cost in this three-color deck, I made an active effort to minimize the use of black mana in cards and in the mana base to make it more likely that we can cast these cards as needed.\n\n"},{"insert":{"card-link":"Nissa, Resurgent Animist"}},{"insert":" is a fun inclusion in this elemental deck. She's excellent ramp as well as a good source of card advantage with so many fetch lands. She will regularly get us an elemental to hand that we can cast and might even occasionally find us "},{"insert":{"card-link":"Jarad, Golgari Lich Lord"}},{"insert":" , a reusable fling effect that hits all of our opponents! \n\nLastly, you'll notice that I've maintained a large sideboard for this deck. There are so many corner cases that are meta-dependent that I couldn't bring myself to fully cut cards that mesh with the gameplan, or that offer unique opportunities to play. For now, "},{"insert":{"card-link":"War Elemental"}},{"insert":" is in the deck. But I could see it falling flat, in that case it can easily be switched out for a card that would certainly do alright (such as "},{"insert":{"card-link":"Realmwalker"}},{"insert":" or "},{"insert":{"card-link":"Soul of the Harvest"}},{"insert":" ). OR this might be the perfect situation to have "},{"insert":{"card-link":"Foggy Swamp Visions"}},{"attributes":{"color":"#e60000"},"insert":" ACTUALLY"},{"insert":" do something because so many of our creatures have haste. \n\nMulligans"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck uses 1 and 3 mana ramp to make sure that land drops are hit on time for the tight color requirements. As much of the ramp as possible does not require basic lands, also for the color requirements. Have you noticed that I haven't even talked about card draw or the plan yet? The ideal opening hand ramps 1, then 3 mana ramp on turn 2, into Kresh on turn 3, followed up with a card draw piece or ball lightning. That's unrealistic, so settle for lands/ramp and card draw where able. \n\nEnding the Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The best removal is player removal. Hit fast, hit hard, get value for big hits. Hold your flings where needed and use them to close out the game at critical moments. Use your elementals to feed the kill to "},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" , or if you needed to fire early you can use them to close out the game (especially with haste after a board wipe). \n"}]}
Damage to Opponent
Jarad, Golgari Lich Lord
Jarad gets +1/+1 for each creature card in your graveyard.
, Sacrifice another creature: Each opponent loses life equal to the sacrificed creature's power.
Sacrifice a Swamp and a Forest: Return this card from your graveyard to your hand.
, Sacrifice another creature: Each opponent loses life equal to the sacrificed creature's power.
Sacrifice a Swamp and a Forest: Return this card from your graveyard to your hand.
Legendary Creature - Elf Zombie

Damage to Opponent
(CTRL to add secondary)
Draw
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Draw
(CTRL to add secondary)
Elemental
Champion of the Path
As an additional cost to cast this spell, behold an Elemental and exile it. (Exile an Elemental you control or an Elemental card from your hand.)
Whenever another Elemental you control enters, it deals damage equal to its power to each opponent.
When this creature leaves the battlefield, return the exiled card to its owner's hand.
Whenever another Elemental you control enters, it deals damage equal to its power to each opponent.
When this creature leaves the battlefield, return the exiled card to its owner's hand.
Creature - Elemental Sorcerer

Life of the Party
First strike, trample, haste
Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of creatures you control.
When this creature enters, if it's not a token, each opponent creates a token that's a copy of it. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.)
Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of creatures you control.
When this creature enters, if it's not a token, each opponent creates a token that's a copy of it. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.)
Creature - Elemental

Mossborn Hydra
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
Creature - Elemental Hydra

Ygra, Eater of All
Ward—Sacrifice a Food.
Other creatures are Food artifacts in addition to their other types and have ", , Sacrifice this permanent: You gain 3 life."
Whenever a Food is put into a graveyard from the battlefield, put two +1/+1 counters on Ygra.
Other creatures are Food artifacts in addition to their other types and have ", , Sacrifice this permanent: You gain 3 life."
Whenever a Food is put into a graveyard from the battlefield, put two +1/+1 counters on Ygra.
Legendary Creature - Elemental Cat

Elemental
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
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

Protection
(CTRL to add secondary)
Pump/Evade
The Skullspore Nexus
This spell costs less to cast, where X is the greatest power among creatures you control.
Whenever one or more nontoken creatures you control die, create a green Fungus Dinosaur creature token with base power and toughness each equal to the total power of those creatures.
, : Double target creature's power until end of turn.
Whenever one or more nontoken creatures you control die, create a green Fungus Dinosaur creature token with base power and toughness each equal to the total power of those creatures.
, : Double target creature's power until end of turn.
Legendary Artifact

Pump/Evade
(CTRL to add secondary)
Ramp
Entish Restoration
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Instant

Nissa, Resurgent Animist
Landfall — Whenever a land you control enters, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.
Legendary Creature - Elf Scout

Ramp
(CTRL to add secondary)
Removal
Vona's Hunger
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Each opponent sacrifices a creature of their choice. If you have the city's blessing, instead each opponent sacrifices half the creatures they control of their choice, rounded up.
Each opponent sacrifices a creature of their choice. If you have the city's blessing, instead each opponent sacrifices half the creatures they control of their choice, rounded up.
Instant

Removal
(CTRL to add secondary)
Self-Sacrifice
Fable of the Mirror-Breaker
(As this Saga enters and after your draw step, add a lore counter.)
I — Create a 2/2 red Goblin Shaman creature token with "Whenever this token attacks, create a Treasure token."
II — You may discard up to two cards. If you do, draw that many cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Create a 2/2 red Goblin Shaman creature token with "Whenever this token attacks, create a Treasure token."
II — You may discard up to two cards. If you do, draw that many cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Rite of the Raging Storm
Creatures named Lightning Rager can't attack you or planeswalkers you control.
At the beginning of each player's upkeep, that player creates a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and "At the beginning of the end step, sacrifice this token."
At the beginning of each player's upkeep, that player creates a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and "At the beginning of the end step, sacrifice this token."
Enchantment

Shriekmaw
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature enters, destroy target nonartifact, nonblack creature.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
When this creature enters, destroy target nonartifact, nonblack creature.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental

Thunderkin Awakener
Haste
Whenever this creature attacks, choose target Elemental creature card in your graveyard with toughness less than this creature's toughness. Return that card to the battlefield tapped and attacking. Sacrifice it at the beginning of the next end step.
Whenever this creature attacks, choose target Elemental creature card in your graveyard with toughness less than this creature's toughness. Return that card to the battlefield tapped and attacking. Sacrifice it at the beginning of the next end step.
Creature - Elemental Shaman

Vibrance
When this creature enters, if was spent to cast it, this creature deals 3 damage to any target.
When this creature enters, if was spent to cast it, search your library for a land card, reveal it, put it into your hand, then shuffle. You gain 2 life.
Evoke
When this creature enters, if was spent to cast it, search your library for a land card, reveal it, put it into your hand, then shuffle. You gain 2 life.
Evoke
Creature - Elemental Incarnation

Self-Sacrifice
(CTRL to add secondary)
Sideboard
Foggy Swamp Visions
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 creature cards from graveyards. For each creature card exiled this way, create a token that's a copy of it. At the beginning of your next end step, sacrifice those tokens.
Exile X target creature cards from graveyards. For each creature card exiled this way, create a token that's a copy of it. At the beginning of your next end step, sacrifice those tokens.
Sorcery

Hell's Thunder
Flying, haste
At the beginning of the end step, sacrifice this creature.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
At the beginning of the end step, sacrifice this creature.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature - Elemental

Nibelheim Aflame
Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Vigor
Trample
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
Creature - Elemental Incarnation

Sideboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" , a human warrior recognizes that there is nothing stronger than the elements themselves. Where can he find soldiers that will rush into battle, dome the opponents, and then die such that he can grow larger and large?? \n\n"},{"attributes":{"bold":true},"insert":"He'll command elementals"},{"insert":", or as I like to say, "},{"insert":{"card-link":"Ball Lightning"}},{"insert":" typal. \n\nDeckbuilding video: https://youtu.be/Y0WO86oxRHw\nChannel: www.youtube.com/@SupremeVerdicts\n\nIntroduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A hallmark of elemental decks has always been their memorable evoke mechanic. This deck seeks to use the natural elemental synergies found in cards with this mechanic such as "},{"insert":{"card-link":"Vibrance // Vibrance"}},{"insert":" in concert with the \"ball lightning-esque\" cards like "},{"insert":{"card-link":"Lightning Serpent"}},{"insert":" . With a healthy synergy package around these self-sacrificing elementals and other Jund classics, we create a unique flavor of the classic Kresh / "},{"insert":{"card-link":"Fling"}},{"insert":" decks of bygone commander days. \n \nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" gets bigger whenever other creatures die based on the power of those creatures. Traditional "},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" decks employ a variety of kill spells and sacrifice effects to leverage your opponents losing creatures against Kresh growing in size. The most common form of this deck is often a Voltron strategy centered on "},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" and +1 / +1 counters. The less played, but still very popular version is based on cards like "},{"insert":{"card-link":"Fling"}},{"insert":" and "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" to end games by throwing a large "},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" at our opponents. \n\nThis version of the deck minimizes its removal to focus on an aggressive typal strategy. Our fling spells like "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":" and "},{"insert":{"card-link":"Pain for All"}},{"insert":" are great with our commander, but with so much additional pressure from "},{"insert":{"card-link":"Life of the Party"}},{"insert":" and "},{"insert":{"card-link":"Rite of the Raging Storm"}},{"insert":" , these cards can act as removal if needed or can close out games with some of our other heavy hitters like "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" , even if they end up smaller than "},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" .\n\nElemental Typal"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Truthfully, I was looking into building an Amass themed deck and had settled on "},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" as my commander. It was in my research of high-powered creatures that might work as backups to my fling strategy that I realized so many of them were elementals. \n\nNext thing I knew we had sacrifice elementals like "},{"insert":{"card-link":"Spark Elemental"}},{"insert":" , "},{"insert":{"card-link":"Shriekmaw"}},{"insert":" , and "},{"insert":{"card-link":"Lightning Skelemental"}},{"insert":" ;\nSome powerful utility elementals like "},{"insert":{"card-link":"Greenwarden of Murasa"}},{"insert":" and "},{"insert":{"card-link":"Omnath, Locus of Rage"}},{"insert":" ;\nand some elemental synergy pieces like "},{"insert":{"card-link":"Ygra, Eater of All"}},{"insert":" and "},{"insert":{"card-link":"Forgotten Ancient"}},{"insert":" who fill similar roles to our commander by making things bigger! \n\nWhy aren't there cards that care about how many of a particular type you have? Because those cards are bad. At least in this deck. So many of the card draw or mana reduction cards like "},{"insert":{"card-link":"Herald's Horn"}},{"insert":" or "},{"insert":{"card-link":"Gathering Stone"}},{"insert":" aren't as efficient as some of our other card draw and the mana reduction doesn't have as great of an impact due to our high color cost requirements. Instead, we rely on elemental cards like "},{"insert":{"card-link":"Champion of the Path"}},{"insert":" and "},{"insert":{"card-link":"Thunderkin Awakener"}},{"insert":" to provide some sweet sweet typal value.\n\nCard Advantage and Removal"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The nature of our deck's construction leads us to play high-power creatures and wants us to play one every single turn. Green offers the best card draw in this category with cards like "},{"insert":{"card-link":"The Great Henge"}},{"insert":" and "},{"insert":{"card-link":"Greater Good"}},{"insert":" . We also get some additional synergy by having our card draw stapled to a couple of evasion effects through "},{"insert":{"card-link":"Garruk's Uprising"}},{"insert":" and "},{"insert":{"card-link":"Herd Heirloom"}},{"insert":" . \n\nOur removal is severely limited in strict spells to "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" and "},{"insert":{"card-link":"Vona's Hunger"}},{"insert":" which both can act as potentially one-sided board wipes. There is some additional removal in the evoke elementals like "},{"insert":{"card-link":"Foundation Breaker"}},{"insert":" and "},{"insert":{"card-link":"Ingot Chewer"}},{"insert":" . But we subscribe that the best kind of removal is player removal through the use of "},{"insert":{"card-link":"Rite of Consumption"}},{"insert":" and "},{"insert":{"card-link":"Soul's Fire"}},{"insert":" .\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Other Card Choices "},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are additional \"power matters,\" evasion, and protection cards to help round out the deck and ensure a consistent flow of damage. These include "},{"insert":{"card-link":"Shadowspear"}},{"insert":" , "},{"insert":{"card-link":"Temur Battle Rage"}},{"insert":" , "},{"insert":{"card-link":"The Skullspore Nexus"}},{"insert":" , and "},{"insert":{"card-link":"Tyvar's Stand"}},{"insert":" . With all of the opportunities to have trample in this deck we can make sure that each attack hits hard, or sneak out trample at the last moment once we've made our creatures astronomically large. \n\nIt's also of note that there are only 9 black pips represented across cards. This deck is Gruul splashing black more than anything else. With so many cards like "},{"insert":{"card-link":"Groundbreaker"}},{"insert":" creating a huge barrier to casting cost in this three-color deck, I made an active effort to minimize the use of black mana in cards and in the mana base to make it more likely that we can cast these cards as needed.\n\n"},{"insert":{"card-link":"Nissa, Resurgent Animist"}},{"insert":" is a fun inclusion in this elemental deck. She's excellent ramp as well as a good source of card advantage with so many fetch lands. She will regularly get us an elemental to hand that we can cast and might even occasionally find us "},{"insert":{"card-link":"Jarad, Golgari Lich Lord"}},{"insert":" , a reusable fling effect that hits all of our opponents! \n\nLastly, you'll notice that I've maintained a large sideboard for this deck. There are so many corner cases that are meta-dependent that I couldn't bring myself to fully cut cards that mesh with the gameplan, or that offer unique opportunities to play. For now, "},{"insert":{"card-link":"War Elemental"}},{"insert":" is in the deck. But I could see it falling flat, in that case it can easily be switched out for a card that would certainly do alright (such as "},{"insert":{"card-link":"Realmwalker"}},{"insert":" or "},{"insert":{"card-link":"Soul of the Harvest"}},{"insert":" ). OR this might be the perfect situation to have "},{"insert":{"card-link":"Foggy Swamp Visions"}},{"attributes":{"color":"#e60000"},"insert":" ACTUALLY"},{"insert":" do something because so many of our creatures have haste. \n\nMulligans"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck uses 1 and 3 mana ramp to make sure that land drops are hit on time for the tight color requirements. As much of the ramp as possible does not require basic lands, also for the color requirements. Have you noticed that I haven't even talked about card draw or the plan yet? The ideal opening hand ramps 1, then 3 mana ramp on turn 2, into Kresh on turn 3, followed up with a card draw piece or ball lightning. That's unrealistic, so settle for lands/ramp and card draw where able. \n\nEnding the Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The best removal is player removal. Hit fast, hit hard, get value for big hits. Hold your flings where needed and use them to close out the game at critical moments. Use your elementals to feed the kill to "},{"insert":{"card-link":"Kresh the Bloodbraided"}},{"insert":" , or if you needed to fire early you can use them to close out the game (especially with haste after a board wipe). \n"}]}






























































































