joshjmartin1973
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Commander
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{"ops":[{"insert":"Massimo is a combat deck disguised as a spellslinger deck—or maybe a spellslinger deck smuggled inside a bunch of tiny saboteurs. The central trick is to get cheap one-mana instants and sorceries into the graveyard, resolve Massimo, and then turn evasive creatures into "},{"attributes":{"bold":true},"insert":"loaded weapons"},{"insert":". Bilbo, Wraith, Looter il-Kor, Mercurial Spelldancer, Shoreline Looter, Silent Hallcreeper, Thada Adel, Invisible Stalker and friends aren't here primarily to beat people to death one point at a time; they're delivery systems. When one enters, Massimo exiles a spell from the graveyard and gives that creature a new combat-damage trigger. Once it connects, you copy the exiled card and cast it for free. Suddenly a harmless little unblockable idiot may be carrying Swords to Plowshares, Birthday Escape, Mutiny, False Peace, Suspend, Erode, Portent or—most frighteningly—Great Train Heist.\n\nThe really nasty layer is "},{"attributes":{"bold":true},"insert":"trigger multiplication"},{"insert":". Wraith already has double strike, so a Massimo payload on her fires once during first-strike damage and again during normal combat damage. Blade Historian, Berserkers' Onslaught and Akroma's Will can give that treatment to more of the army. Delney can double the granted trigger on your low-power carriers, while Wizard's Staff can make the equipped creature's triggered ability fire an additional time. That means a small evasive creature can stop behaving like a 1/1 and start behaving like a machine gun. Put the right pieces together and one Wraith attack can generate four copies of the same loaded spell. Akroma's Will is particularly vicious because it can simultaneously provide evasion, protection and double strike, turning what looked like a setup turn into a lethal combat out of nowhere.\n\n"},{"attributes":{"bold":true},"insert":"Great Train Heist is the deck's signature stunt."},{"insert":" Since its actual mana value is only one, Massimo can load it onto a creature, and you can still pay its Spree additional costs when you cast the copy. A successful hit can therefore untap the team and buy another combat. The truly ridiculous line arrives with "},{"attributes":{"bold":true},"insert":"Sword of Feast and Famine"},{"insert":": the Sword carrier connects, you stack its land-untap trigger ahead of the Massimo trigger, your lands untap, then you spend "},{"attributes":{"code":true},"insert":"{2}{R}"},{"insert":" on Great Train Heist to untap the creatures and create another combat. Connect again, untap the lands again, pay again, and keep going as long as the carrier continues to hit. It isn't some unrelated two-card combo jammed into the 99; Massimo, an evasive carrier, a loaded Great Train Heist, Sword, and enough lands all have to come together. That's exactly the kind of multi-piece Rube Goldberg murder device this deck wants.\n\nThe one-mana spell package is also where "},{"attributes":{"bold":true},"insert":"One Mana, No Peace"},{"insert":" gets mean rather than merely efficient. False Peace lets a successful attacker decide that somebody simply doesn't get combat next turn. Suspend repeatedly parks problematic creatures in exile. Mutiny weaponizes an opponent's own giant creatures against each other. Void Snare and Into the Flood Maw keep awkward permanents from sticking, while Erode, Path and Swords provide more permanent answers. Portent is wonderfully obnoxious: you can use it normally for selection or use repeated Massimo copies to inspect and ruin an opponent's upcoming draws while banking delayed draws for yourself. Rescue is another little piece of magician nonsense—it protects one of your permanents but can also pick up Mystic Sanctuary, letting you replay Sanctuary and recycle another important spell. Even Boon of Safety and Slip Out the Back aren't generic protection slots; they help preserve Massimo or a creature that may already be carrying a valuable spell.\n\nAnd the deck does eventually "},{"attributes":{"bold":true},"insert":"kill everybody"},{"insert":", rather than merely showing off. Fiery Inscription is the bridge between Massimo value and table-wide damage: every instant or sorcery copy you actually cast shocks every opponent, while its ETB starts the Ring temptation chain. Birthday Escape advances that chain while replacing itself, and a fully developed Ring turns one of your evasive creatures into an even nastier saboteur that loots on attack and eventually drains the entire table when it connects. Firebrand Archer provides another way for repeated Massimo casts to punish players you aren't attacking. Rising of the Day and Arena of Glory reduce the dangerous waiting period by giving fresh carriers haste. The end result is a deck that wins by making opponents continually misjudge innocuous creatures: the 1/1 they ignore becomes an unblockable spell turret, the double striker suddenly casts the same spell four times, somebody loses their next combat, somebody else's Dragon murders its own teammate, and then Sword plus Great Train Heist produces the moment where the table collectively realizes: "},{"attributes":{"bold":true},"insert":"“Ahhhh shit. The magician loaded the deck.”"},{"insert":"\n"}]}
Commander
Massimo, the Magician
Whenever Massimo or another creature you control enters, exile up to one target instant or sorcery card with mana value 1 from your graveyard. If a card is exiled this way, that creature gains "Whenever this creature deals combat damage to a player, copy the exiled card. You may cast the copy without paying its mana cost."
Legendary Creature - Wizard Cat

Commander
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Anthem
Anthem
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Artifact
Artifact
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Burn
Burn
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Copy
Mercurial Spelldancer
This creature can't be blocked.
Whenever you cast a noncreature spell, put an oil counter on this creature.
Whenever this creature deals combat damage to a player, you may remove two oil counters from it. If you do, when you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Whenever you cast a noncreature spell, put an oil counter on this creature.
Whenever this creature deals combat damage to a player, you may remove two oil counters from it. If you do, when you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Creature - Rogue Phyrexian

Copy
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Creature
Creature
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Draw
Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror

Draw
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Evasion
Evasion
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Finisher
Great Train Heist
Spree (Choose one or more additional costs.)
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Instant

Finisher
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Land
Land
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Protection
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Protection
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Ramp
Ramp
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Removal
Azure Beastbinder
Vigilance
This creature can't be blocked by creatures with power 2 or greater.
Whenever this creature attacks, up to one target artifact, creature, or planeswalker an opponent controls loses all abilities until your next turn. If it's a creature, it also has base power and toughness 2/2 until your next turn.
This creature can't be blocked by creatures with power 2 or greater.
Whenever this creature attacks, up to one target artifact, creature, or planeswalker an opponent controls loses all abilities until your next turn. If it's a creature, it also has base power and toughness 2/2 until your next turn.
Creature - Rat Rogue

Into the Flood Maw
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant

Suspend
Exile target creature and put two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant

Removal
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Theft
Thada Adel, Acquisitor
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever Thada Adel deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.
Whenever Thada Adel deals combat damage to a player, search that player's library for an artifact card and exile it. Then that player shuffles. Until end of turn, you may play that card.
Legendary Creature - Merfolk Rogue

Theft
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Massimo is a combat deck disguised as a spellslinger deck—or maybe a spellslinger deck smuggled inside a bunch of tiny saboteurs. The central trick is to get cheap one-mana instants and sorceries into the graveyard, resolve Massimo, and then turn evasive creatures into "},{"attributes":{"bold":true},"insert":"loaded weapons"},{"insert":". Bilbo, Wraith, Looter il-Kor, Mercurial Spelldancer, Shoreline Looter, Silent Hallcreeper, Thada Adel, Invisible Stalker and friends aren't here primarily to beat people to death one point at a time; they're delivery systems. When one enters, Massimo exiles a spell from the graveyard and gives that creature a new combat-damage trigger. Once it connects, you copy the exiled card and cast it for free. Suddenly a harmless little unblockable idiot may be carrying Swords to Plowshares, Birthday Escape, Mutiny, False Peace, Suspend, Erode, Portent or—most frighteningly—Great Train Heist.\n\nThe really nasty layer is "},{"attributes":{"bold":true},"insert":"trigger multiplication"},{"insert":". Wraith already has double strike, so a Massimo payload on her fires once during first-strike damage and again during normal combat damage. Blade Historian, Berserkers' Onslaught and Akroma's Will can give that treatment to more of the army. Delney can double the granted trigger on your low-power carriers, while Wizard's Staff can make the equipped creature's triggered ability fire an additional time. That means a small evasive creature can stop behaving like a 1/1 and start behaving like a machine gun. Put the right pieces together and one Wraith attack can generate four copies of the same loaded spell. Akroma's Will is particularly vicious because it can simultaneously provide evasion, protection and double strike, turning what looked like a setup turn into a lethal combat out of nowhere.\n\n"},{"attributes":{"bold":true},"insert":"Great Train Heist is the deck's signature stunt."},{"insert":" Since its actual mana value is only one, Massimo can load it onto a creature, and you can still pay its Spree additional costs when you cast the copy. A successful hit can therefore untap the team and buy another combat. The truly ridiculous line arrives with "},{"attributes":{"bold":true},"insert":"Sword of Feast and Famine"},{"insert":": the Sword carrier connects, you stack its land-untap trigger ahead of the Massimo trigger, your lands untap, then you spend "},{"attributes":{"code":true},"insert":"{2}{R}"},{"insert":" on Great Train Heist to untap the creatures and create another combat. Connect again, untap the lands again, pay again, and keep going as long as the carrier continues to hit. It isn't some unrelated two-card combo jammed into the 99; Massimo, an evasive carrier, a loaded Great Train Heist, Sword, and enough lands all have to come together. That's exactly the kind of multi-piece Rube Goldberg murder device this deck wants.\n\nThe one-mana spell package is also where "},{"attributes":{"bold":true},"insert":"One Mana, No Peace"},{"insert":" gets mean rather than merely efficient. False Peace lets a successful attacker decide that somebody simply doesn't get combat next turn. Suspend repeatedly parks problematic creatures in exile. Mutiny weaponizes an opponent's own giant creatures against each other. Void Snare and Into the Flood Maw keep awkward permanents from sticking, while Erode, Path and Swords provide more permanent answers. Portent is wonderfully obnoxious: you can use it normally for selection or use repeated Massimo copies to inspect and ruin an opponent's upcoming draws while banking delayed draws for yourself. Rescue is another little piece of magician nonsense—it protects one of your permanents but can also pick up Mystic Sanctuary, letting you replay Sanctuary and recycle another important spell. Even Boon of Safety and Slip Out the Back aren't generic protection slots; they help preserve Massimo or a creature that may already be carrying a valuable spell.\n\nAnd the deck does eventually "},{"attributes":{"bold":true},"insert":"kill everybody"},{"insert":", rather than merely showing off. Fiery Inscription is the bridge between Massimo value and table-wide damage: every instant or sorcery copy you actually cast shocks every opponent, while its ETB starts the Ring temptation chain. Birthday Escape advances that chain while replacing itself, and a fully developed Ring turns one of your evasive creatures into an even nastier saboteur that loots on attack and eventually drains the entire table when it connects. Firebrand Archer provides another way for repeated Massimo casts to punish players you aren't attacking. Rising of the Day and Arena of Glory reduce the dangerous waiting period by giving fresh carriers haste. The end result is a deck that wins by making opponents continually misjudge innocuous creatures: the 1/1 they ignore becomes an unblockable spell turret, the double striker suddenly casts the same spell four times, somebody loses their next combat, somebody else's Dragon murders its own teammate, and then Sword plus Great Train Heist produces the moment where the table collectively realizes: "},{"attributes":{"bold":true},"insert":"“Ahhhh shit. The magician loaded the deck.”"},{"insert":"\n"}]}




















































































