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Commander
Size: 100Salt sum: 38.79
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SupremeVerdicts

109 views7 days ago
Commander
Size: 100Salt sum: 38.79

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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"}]}

Commander

Qty: 1 Price: $1.99
Kresh the Bloodbraided
Whenever another creature dies, you may put X +1/+1 counters on Kresh, where X is that creature's power.
Legendary Creature - Human Warrior
Kresh the Bloodbraided (ncc) 345

Commander

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Damage to Opponent

Qty: 8 Price: $33.78
Chandra's Ignition
Target creature you control deals damage equal to its power to each other creature and each opponent.
Sorcery
Chandra's Ignition (m3c) 209
Fling
As an additional cost to cast this spell, sacrifice a creature.
Fling deals damage equal to the sacrificed creature's power to any target.
Instant
Fling (j25) 553
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.
Legendary Creature - Elf Zombie
Jarad, Golgari Lich Lord (tdc) 293
Kazuul's Fury
As an additional cost to cast this spell, sacrifice a creature.
Kazuul's Fury deals damage equal to the sacrificed creature's power to any target.
Instant
Kazuul's Fury // Kazuul's Cliffs (znr) 146Kazuul's Fury // Kazuul's Cliffs (znr) 146
Pain for All
Enchant creature you control
When this Aura enters, enchanted creature deals damage equal to its power to any other target.
Whenever enchanted creature is dealt damage, it deals that much damage to each opponent.
Enchantment - Aura
Pain for All (eoe) 151
Rite of Consumption
As an additional cost to cast this spell, sacrifice a creature.
Rite of Consumption deals damage equal to the sacrificed creature's power to target player or planeswalker. You gain life equal to the damage dealt this way.
Sorcery
Rite of Consumption (plst) SHM-76
Soul Immolation
As an additional cost to cast this spell, blight X. X can't be greater than the greatest toughness among creatures you control. (Put X -1/-1 counters on a creature you control.)
Soul Immolation deals X damage to each opponent and each creature they control.
Sorcery
Soul Immolation (ecl) 156
Soul's Fire
Target creature you control deals damage equal to its power to any target.
Instant
Soul's Fire (cmr) 200

Damage to Opponent

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Draw

Qty: 6 Price: $130.94
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.)
Enchantment
Black Market Connections (msc) 155
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.
Enchantment
Garruk's Uprising (ecc) 109
Greater Good
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
Enchantment
Greater Good (msc) 174
Guardian Project
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
Enchantment
Guardian Project (pip) 199
Return of the Wildspeaker
Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn.
Instant
Return of the Wildspeaker (ecc) 115
The Great Henge
This spell costs
less to cast, where X is the greatest power among creatures you control.
: Add
. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
Legendary Artifact
The Great Henge (cmm) 294

Draw

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Elemental

Qty: 14 Price: $119.62
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.
Creature - Elemental Sorcerer
Champion of the Path (ecl) 130
Flamekin Harbinger
When this creature enters, you may search your library for an Elemental card, reveal it, then shuffle and put that card on top.
Creature - Elemental Shaman
Flamekin Harbinger (plst) LRW-167
Forgotten Ancient
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
Creature - Elemental
Forgotten Ancient (soc) 267
Greenwarden of Murasa
When this creature enters, you may return target card from your graveyard to your hand.
When this creature dies, you may exile it. If you do, return target card from your graveyard to your hand.
Creature - Elemental
Greenwarden of Murasa (ecc) 110
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.)
Creature - Elemental
Life of the Party (ncc) 48
Lumra, Bellow of the Woods
Reach, vigilance
Lumra's power and toughness are each equal to the number of lands you control.
When Lumra enters, mill four cards. Then return all land cards from your graveyard to the battlefield tapped.
Legendary Creature - Elemental Bear
Lumra, Bellow of the Woods (blb) 183
Malignus
Malignus's power and toughness are each equal to half the highest life total among your opponents, rounded up.
Damage that would be dealt by this creature can't be prevented.
Creature - Elemental Spirit
Malignus (plst) AVR-148
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.
Creature - Elemental Hydra
Mossborn Hydra (fdn) 107
Nova Chaser
Trample
Champion an Elemental (When this enters, sacrifice it unless you exile another Elemental you control. When this leaves the battlefield, that card returns to the battlefield.)
Creature - Warrior Elemental
Nova Chaser (lrw) 187
Omnath, Locus of Rage
Landfall — Whenever a land you control enters, create a 5/5 red and green Elemental creature token.
Whenever Omnath or another Elemental you control dies, Omnath deals 3 damage to any target.
Legendary Creature - Elemental
Omnath, Locus of Rage (ecc) 129
Taurean Mauler
Changeling (This card is every creature type.)
Whenever an opponent casts a spell, you may put a +1/+1 counter on this creature.
Creature - Shapeshifter
Taurean Mauler (tdc) 238
War Elemental
When this creature enters, sacrifice it unless an opponent was dealt damage this turn.
Whenever an opponent is dealt damage, put that many +1/+1 counters on this creature.
Creature - Elemental
War Elemental (mrd) 112
Wilderness Elemental
Trample
Wilderness Elemental's power is equal to the number of nonbasic lands your opponents control.
Creature - Elemental
Wilderness Elemental (c16) 230
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.
Legendary Creature - Elemental Cat
Ygra, Eater of All (blb) 241

Elemental

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Land

Qty: 37 (38 w/ MDFC)Price: $479.83
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mh2) 244
Blood Crypt
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Mountain
Blood Crypt (trk) 278
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 216
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
Commercial District
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Mountain Forest
Commercial District (mkm) 259
Copperline Gorge
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Copperline Gorge (blc) 301
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (msc) 242
Fire-Lit Thicket
: Add
.
,
: Add
,
, or
.
Land
Fire-Lit Thicket (fic) 392
Forest
(
: Add
.)
Basic Land - Forest
Forest (trk) 325
Grove of the Burnwillows
: Add
.
: Add
or
. Each opponent gains 1 life.
Land
Grove of the Burnwillows (ima) 238
Karplusan Forest
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Karplusan Forest (eoc) 164
Kessig Wolf Run
: Add
.
,
: Target creature gets +X/+0 and gains trample until end of turn.
Land
Kessig Wolf Run (tdc) 375
Luxury Suite
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Luxury Suite (msc) 252
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 250
Mossfire Valley
,
: Add
.
Land
Mossfire Valley (fic) 407
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (trk) 323
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (trk) 289
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (h1r) 40
Raucous Theater
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Swamp Mountain
Raucous Theater (mkm) 266
Rockfall Vale
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Rockfall Vale (tdc) 387
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (msc) 261
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 254
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (tmc) 75
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (trk) 299
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (trk) 321
Thornspire Verge
: Add
.
: Add
. Activate only if you control a Mountain or a Forest.
Land
Thornspire Verge (dsk) 270
Training Compound
: Add
.
: Add
or
. Activate only if this land entered this turn or if you control a basic land.
Land
Training Compound (msh) 275
Underground Mortuary
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Swamp Forest
Underground Mortuary (mkm) 271
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 260
Wastewood Verge
: Add
.
: Add
. Activate only if you control a Swamp or a Forest.
Land
Wastewood Verge (dft) 268
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 235
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 236
Ziatora's Proving Ground
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Swamp Mountain Forest
Ziatora's Proving Ground (snc) 261

Land

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Protection

Qty: 3 Price: $25.47
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (pip) 202
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.)
Artifact - Equipment
Swiftfoot Boots (msc) 216
Tyvar's Stand
Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tyvar's Stand (soc) 291

Protection

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Pump/Evade

Qty: 5 Price: $81.45
Berserk
Cast this spell only before the combat damage step.
Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.
Instant
Berserk (cn2) 175
Herd Heirloom
: Add one mana of any color. Spend this mana only to cast a creature spell.
: Until end of turn, target creature you control with power 4 or greater gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Artifact
Herd Heirloom (tdm) 144
Shadowspear
Equipped creature gets +1/+1 and has trample and lifelink.
: Permanents your opponents control lose hexproof and indestructible until end of turn.
Equip
Legendary Artifact - Equipment
Shadowspear (plst) THB-236
Temur Battle Rage
Target creature gains double strike until end of turn.
Ferocious — That creature also gains trample until end of turn if you control a creature with power 4 or greater.
Instant
Temur Battle Rage (cmm) 264
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.
Legendary Artifact
The Skullspore Nexus (lci) 212

Pump/Evade

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Ramp

Qty: 11 Price: $65.89
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (msc) 170
Brighthearth Banneret
Elemental spells and Warrior spells you cast cost
less to cast.
Reinforce 1—
(
, Discard this card: Put a +1/+1 counter on target creature.)
Creature - Warrior Elemental
Brighthearth Banneret (mor) 88
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Cultivate (msc) 172
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
Entish Restoration (ltr) 163
Harrow
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Instant
Harrow (eoc) 98
Ignoble Hierarch
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Add
,
, or
.
Creature - Goblin Shaman
Ignoble Hierarch (ecc) 52
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (msc) 177
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
Nissa, Resurgent Animist (mat) 22
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
Utopia Sprawl
Enchant Forest
As this Aura enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment - Aura
Utopia Sprawl (rvr) 159
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (pip) 208

Ramp

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Removal

Qty: 2 Price: $12.28
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (msc) 163
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.
Instant
Vona's Hunger (rix) 90

Removal

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Self-Sacrifice

Qty: 13 Price: $23.59
Ball Lightning
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Haste (This creature can attack and
as soon as it comes under your control.)
At the beginning of the end step, sacrifice this creature.
Creature - Elemental
Ball Lightning (fdn) 618
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.
Enchantment - Saga
Fable of the Mirror-Breaker // Reflection of Kiki-Jiki (neo) 141Fable of the Mirror-Breaker // Reflection of Kiki-Jiki (neo) 141
Foundation Breaker
When this creature enters, you may destroy target artifact or enchantment.
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental
Foundation Breaker (ecc) 108
Groundbreaker
Trample, haste
At the beginning of the end step, sacrifice this creature.
Creature - Elemental
Groundbreaker (plst) PLC-148
Incandescent Soulstoke
Other Elemental creatures you control get +1/+1.
,
: You may put an Elemental creature card from your hand onto the battlefield. That creature gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Creature - Elemental Shaman
Incandescent Soulstoke (ecc) 94
Ingot Chewer
When this creature enters, destroy target artifact.
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental
Ingot Chewer (ecc) 95
Lightning Serpent
Trample, haste
This creature enters with X +1/+0 counters on it.
At the beginning of the end step, sacrifice this creature.
Creature - Elemental Serpent
Lightning Serpent (csp) 88
Lightning Skelemental
Trample, haste
Whenever this creature deals combat damage to a player, that player discards two cards.
At the beginning of the end step, sacrifice this creature.
Creature - Skeleton Elemental
Lightning Skelemental (plst) MH1-208
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."
Enchantment
Rite of the Raging Storm (mkc) 159
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.)
Creature - Elemental
Shriekmaw (ecc) 85
Spark Elemental
Trample, haste (This creature can deal excess combat damage to the player or planeswalker it's attacking. This creature can attack and
as soon as it comes under your control.)
At the beginning of the end step, sacrifice this creature.
Creature - Elemental
Spark Elemental (10e) 237
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.
Creature - Elemental Shaman
Thunderkin Awakener (m20) 162
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
Creature - Elemental Incarnation
Vibrance (ecl) 249

Self-Sacrifice

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Sideboard

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Arc Runner
Haste (This creature can attack and
as soon as it comes under your control.)
At the beginning of the end step, sacrifice this creature.
Creature - Elemental Ox
Arc Runner (m11) 123
Blistering Firecat
Trample, haste
At the beginning of the end step, sacrifice this creature.
Morph
(You may cast this card face down as a 2/2 creature for
. Turn it face up any time for its morph cost.)
Creature - Elemental Cat
Blistering Firecat (ons) 189
Bolt Bend
This spell costs
less to cast if you control a creature with power 4 or greater.
Change the target of target spell or ability with a single target.
Instant
Bolt Bend (tle) 163
Bulk Up
Double target creature's power until end of turn.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Bulk Up (fdn) 80
Delighted Halfling
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.
Creature - Citizen Halfling
Delighted Halfling (ltr) 158
Essence Harvest
Target player loses X life and you gain X life, where X is the greatest power among creatures you control.
Sorcery
Essence Harvest (avr) 100
Fiendlash
Equipped creature gets +2/+0 and has reach.
Whenever equipped creature is dealt damage, it deals damage equal to its power to target player or planeswalker.
Equip
Artifact - Equipment
Fiendlash (cmm) 221
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.
Sorcery
Foggy Swamp Visions (tla) 102
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.)
Creature - Elemental
Hell's Thunder (plst) ALA-103
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.)
Sorcery
Nibelheim Aflame (fin) 146
Rancor
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Enchantment - Aura
Rancor (pip) 205
Realmwalker
Changeling (This card is every creature type.)
As this creature enters, choose a creature type.
You may look at the top card of your library any time.
You may cast creature spells of the chosen type from the top of your library.
Creature - Shapeshifter
Realmwalker (ecc) 114
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (hoc) 212
Soul of the Harvest
Trample
Whenever another nontoken creature you control enters, you may draw a card.
Creature - Elemental
Soul of the Harvest (jmp) 432
The Reaver Cleaver
Equipped creature gets +1/+1 and has trample and "Whenever this creature deals combat damage to a player or planeswalker, create that many Treasure tokens."
Equip
Legendary Artifact - Equipment
The Reaver Cleaver (m3c) 217
Thud
As an additional cost to cast this spell, sacrifice a creature.
Thud deals damage equal to the sacrificed creature's power to any target.
Sorcery
Thud (m19) 163
Thunderblust
Haste
This creature has trample as long as it has a -1/-1 counter on it.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature - Elemental
Thunderblust (mm2) 131
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.
Creature - Elemental Incarnation
Vigor (plst) BBD-215
Warstorm Surge
Whenever a creature you control enters, it deals damage equal to its power to any target.
Enchantment
Warstorm Surge (blc) 117

Sideboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
9 pips - 8 cards
13 mana - 13 cards
40 pips - 29 cards
26 mana - 24 cards
41 pips - 31 cards
29 mana - 26 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
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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"}]}
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